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iCampus: 1999–2006
iCampus: 1999–2006

Started in 1999, iCampus was a $25 million alliance forged between MIT and Microsoft Research with the goal of enhancing university education through information technology. The iCampus initiative supported MIT’s clear, overarching strategy for educational technology.

 

MIT iCampus Project Yields Key Educational Learnings
iCampus, an educational collaboration between the Massachusetts Institute of Technology and Microsoft Research, has proved a bellwether of educational innovation in its seven-year history, says Kevin Schofield, general manager of Microsoft Research Strategy and Communications. More...

     
 

iCampus Experiments with Technology and Higher Learning
Learning Without Barriers/Technology Without Borders, a two-day symposium, marks the completion of a seven-year pact between Microsoft and the Massachusetts Institute of Technology that will have lasting benefits for education institutions worldwide. More...

Projects

 
 

iLabs
The iLabs project is dedicated to the proposition that online laboratories—real laboratories accessed through the Internet—can enrich science and engineering education by greatly expanding the range of experiments that students are exposed to in the course of their education. Unlike conventional labs, iLabs experiments can be shared around the world.

     
 

Classroom Learning Partner
The Classroom Learning Partner was designed to support exercises in large classrooms, as well as smaller ones. The system will be disseminated to the Classroom Presenter community and made available to others via the Web.

 
 

Huggable
The Huggable is an interactive teddy bear, designed to be a new type of robotic companion for therapeutic applications. It combines research currently being done in the Robotic Life Group at the MIT Media Lab on sensitive skins and novel actuators into a portable robotic platform with the goal of relational, affective touch.

 
 

Natural Interaction
Natural Interaction project enables a novel form of interaction with computers, making it possible to describe things by sketching, gesturing, and talking about them in a way that feels completely natural, yet have the software understand the associated messy freehand sketches, casual gestures, and fragmentary utterances.