Event Dome Concept

Aerospace & Rocket Exhibit/Museum At Main Level In The Future Tech Dome



The Space Place
Statement of Need
Technology Education:

Is an essential learning experience for all students at all grade levels, abilities, and backgrounds, so that they may confidently use, manage, assess, and understand technology.

Provides the basic knowledge and technical skills needed to participate in society. It increases the economic capacity of nations and allows students to understand and apply advanced technologies so they will be prepared for either post-secondary education or entering the workforce.

Enhances the opportunity for students to develop career awareness or career path preparation. It provides an exposure to a variety of technology related careers - from professional to industrial or service worker. The knowledge base learned through technology education is important to everyone as all members of society must continually learn in a changing society that is influenced by technology.

Provides for academic, technical, and social growth. It employs involvement with tools, machines, materials, and systems of technology. It enables all students to derive meaning from concrete experiences that result from the integration of mathematics, science, humanities, and engineering concepts. Through direct experience with a wide array of processes, knowledge, and contexts, it helps to develop technological literacy.

Provides a wholesome change in learners by enhancing the understanding of how technology is changing the human-made world and the natural environment. It allows learners to experience the activities and habits of a designer, scientist, technologist, engineer, architect, producer, historian, and social critic as they engage in technological problems and issues of the present and future.

Develops self-evaluation of attitudes toward constructive work and how this work can be used for health, recreation, or economic value. It helps to develop favorable attitudes toward creative thinking, and to character improvement -- knowing and making the most of one's environment.


Using all five human senses in this way provides stimulating experiences for science, technology, engineering and mathematics (STEM) learning outside of formal classroom environments through media, exhibits, and community-based programming. Its goals are to increase interest in, understanding of, and engagement with, STEM disciplines by individuals of all ages; to establish linkages between informal and formal education; and to stimulate parents and others to support their children's STEM learning endeavors and to become informed proponents for high-quality, universally available STEM Education.

Our goals are to:

Engage the community in shaping and sharing the experience of exploration and discovery.

Improve community understanding and appreciation of science and technology, including NASA aerospace technology, research, and exploration missions.

Our plans will target the following results:

Establish a program to engage the informal education community with NASA Science and Technology.Provide instructional materials (and information) derived from NASA research and scientific activities that meet the needs of NASA's informal education.

Provide professional development for NASA's informal education.

To ensure that underrepresented and underserved students participate in NASA education and research programs and encourage more of these students to pursue STEM careers.

Messengers of Peace Development Corporation’s, SPACE PLACE™, a "turnkey" 10,000 square foot exhibit:

A showcase about space exploration

An interactive, educational and entertaining environment

Imagine dining in a space station. You look out the window and down onto the slowly turning earth. You watch as Astronauts float in the void of space — BLASTING lasers at each other. It would be perfectly safe, inside the 300’ diameter dome. The "earth" is a projection onto a translucent screen beneath the "space station."



In the SPACE PLACE™, guests step into a captivating world of exploration and discovery where they enjoy the ultimate hands-on adventure into space.  They launch or land in vehicles traveling to space, the moon or Mars and discover the worlds of microgravity, the international space station, lunar and Martian surfaces.

"The SPACE PLACE™" tells the story of the history, technology, and dynamics of manned and unmanned exploration of space. From Earth to Mars, different aspects of space development, research, operations and living are explored through dynamic exhibit elements.

The exhibit uses interactive exhibitry that includes "hands-on" demonstrations, models, dynamic graphics, audiovisuals, computer programming, and simulations to provide a compelling mix of informal learning experiences to a general audience.


The SPACE PLACE™ Fast Facts:

Turn key.

o A complete exhibit process that consists of:

§ Design – concept development and final design

§ Production – fabrication and construction

§ Education – concept outline development and final curriculum design that can be implemented and/or published

10,000 square foot configuration divided into Shuttle, Microgravity, Space Station, Lunar and Mars activities.  These sections can create their own individual exhibits of varying square footage.

Enclosed Space Shuttle Flight Deck and Mission Control increases sense of interactive leaning environment.  7 total positions, (3 in Mission Control, 3 in the Flight Deck, 1 Sims Director).  Team building. Scripted timeline.

Simulators can support activities, camps, summer programs, camp-ins, and much more.

Host facility will have complementing lighting, wiring, sound, acoustics, stage speaker systems

Created by an experienced design team in space-related education, exhibits and simulations.




As Confucius said in 495 BC, "I hear and I forget. I see and I remember. I do and I understand." Indeed, modern studies have shown (Glaser, 1983) that people retain 20% of what they hear, 40% of what they hear and see, and 80% of what they do and discover for themselves. Interactivity leads to a reduction in learning time by as much as 50% and an increased rate of retention by a range of 25 to 50%. With this approach, interactive technologies have been effectively training and educating people for over two decades.

Unlike a traditional classroom setting, the role of informal science in museums (Bitgood, Serrell, & Thompson, 1994) is that affective and cognitive learning happen at the same time. Thus, informal learning experiences tend to be brief, fun, episodic, self-selected and self-controlled. This, along with large diverse audiences, makes science museums and exhibitions excellent informal education locations. It is the challenge of the SPACE PLACE™ project to ensure that interfaces are dynamic and give guests a sense of inquiry, discovery and accomplishment in an interactive setting. By involving as many human senses as possible (sight, sound, touch), the experience will elevate the participants' level of enthusiasm for math, science, and related subjects. Also, the theme and experience of the SPACE PLACE™ subject matter touch on proposed and existing science content standards for grades K-12: science inquiry, physical sciences, Earth and space science, science and technology, science in personal and social perspectives, history and nature of science, unifying concepts and processes.

Indeed, those in science careers say museum experiences most stimulated their excitement for the sciences (COSMOS Corporation, 1998). See Table 1. The SPACE PLACE™ informal education environment will motivate and impact career paths and learning that lasts a lifetime.

Most memorable informal education activities from their childhood, as reported by people with science careers (n = 254) 


Visiting a planetarium, aquarium, or zoo


Visiting a science or natural history museum


Having a science-related hobby or science toys


Reading science books or magazines for fun


Watching science shows on TV or listening to science programs on the radio


Visiting a botanical garden


Participating in science fairs


Participating in a community-sponsored youth program involving science


Sources of ideas learned in youth that are still used, as reported by people with science careers (n = 244) 


Visiting science centers, museums, or exhibits


Watching or listening to media programs about science (on TV, films, radio)


Participating in community youth programs about science



Early informal science education activities that initiated connections with schools, as reported by people with science careers (n = 250) 


Things I saw at science centers, museums, or exhibits


Science programs I watched on TV or listened to on the radio


Activities I did while participating in community youth programs about science



Guests arrive at the entrance of The SPACE PLACE… where a captivating world of discovery and adventure awaits them.

1. Entrance

Entering through the glass to the launching deck of SPACE PLACE, a ticket desk, or simply a place of greeting, is seen in front of a background of brilliantly colored past, present and future missions into space. Guests enter the right hand door to begin their journey. The exhibit area can either be browsed sequentially or in a free flow.

2. Space Vehicle Models

Visitors are greeted by launch vehicles of the past, present and future. Scale models of technology allowing Americans to explore the solar system include: Mercury Redstone, Atlas, Titan II, Saturn I, Saturn V, Space Shuttle, Ariane V, Soyuz TMA-4, NERVA Mars Concept and Deep Space Concept vehicle.

3. Rock & Roll Video

Guests gather around the video viewer for the sights and sounds of rockets rocking and rolling astronauts as they launch into space. A graphic backdrop also gives a visual reference and fun facts regarding launches and launch vehicles.

4. History of Spaceflight Panel

Visitors can trace a graphical timeline of American spaceflight as well as view bronze encapsulated mission medallions commemorating Mercury, Gemini, Apollo and Space Shuttle manned spaceflights.

5. Microgravity Panel

The mysteries of microgravity are explored by guests via a graphical panel with fun facts.

6. Space Maneuvering Unit

Visitors sit in a Space Maneuvering Unit (SMU) "jetpack" seat and "float" like an astronaut in 4 degrees of freedom. In the SMU air-bearing chair, the principle of Action/Reaction becomes apparent as they attempt to turn a large bolt with an attached wrench, or a large valve by hand.They twist, turn and drift due to the lowered resistance, much as astronauts do in a low-gravity,

low-friction environment. Visitors can also dock the SMU by using a joust like docking mechanism, as well as align the SMU using laser and docking targets. The floor is beveled to allow a gradient step up onto the floor with no walls to "pinch" visitors standing between it and the SMU. The SMU is distance limited so that there is no possibility of reaching the beveled floor area. A graphic backdrop also gives a visual reference for the simulation.

7. Space Shuttle

Space Mission

Invite your group guests to experience the thrill of a Space Shuttle Mission! Guests become Astronaut Commanders, Pilots, Mission Specialists or Mission Control Officers on an exhilarating re-creation of a mission to the International Space Station (ISS). Teams of eight (8) members will experience launch, re-supplying the ISS using a robotic arm and landing through visual and audio effects that immerse them in the astronaut adventure. The goal: to conduct a successful team mission. Mission team members utilize a 2/3rds scale Space Shuttle cockpit and aft (4 positions) [7a] and Mission Control (4 positions and one staff control position) [7b]. The simulation features photo-realistic Kennedy Space Center and International Space Station space scenes, accurate representations of Orbiter glass-cockpit instruments, and hi-fidelity flight characteristics.

Space Shuttle Simulations

When group missions are not running, 3-5 minute simulations can be run on the Space Shuttle while the Mission Control can function as a computer lab with various activities.

Space Shuttle Lander

Invite two guests to climb-aboard the Space Shuttle cockpit to experience the thrill of a Space Shuttle landing. Guests become Astronaut Commanders and Pilots on an exhilarating recreation of the final minutes of a Shuttle landing in Florida, offering visual and audio effects that immerse the "pilot" in the astronaut adventure. The goal: to land the Space Shuttle Columbia safely at Kennedy Space Center. This challenging simulation features a photo-realistic Kennedy Space Center scene, accurate representations of Orbiter glass-cockpit instruments, and hi-fidelity flight characteristics. The guest astronauts test their visual acuity and navigation skills during this thrilling command of one of America’s fleet of space ships.

Space Station Docking

"Shuttle Crew, Houston…you have a GO for docking!" announces Mission Control as two guests use a joystick and thruster controllers to virtually manipulate the Space Shuttle. Nearby, 220 miles above Earth is the International Space Station and its crew that await your arrival. The goal:to successfully and smoothly dock the Shuttle with the Space Station before fuel runs out for the thrusters. This simulation features high-resolution, photo-realistic graphics, and detailed 3D models of the Space Shuttle and International Space Station! Patience, a steady hand, time management, visual acuity and navigation skills are what it takes to succeed like an astronaut in this breathtaking simulation.

Mission Control Computer Lab

Guests, at four (4) stations, get a taste of Launch Control operations as they check current weather conditions, conduct a pre-launch checklist, check camera and audio feeds from KSC, conduct a countdown and retract the orbiter access arm. Graphic panels give a brief explanation of Launch and Mission Control functions and highlight personnel working during a space mission.

8. International Space Station (ISS) Module

The full-scale mockup of the Destiny Laboratory module is patterned after the real ISS Destiny,and will be an interactive and exciting centerpiece to the exhibit collection. There are three sides with six "racks" each and one open side for viewing, entrance and exit. There are also two nonfunctional hatch areas for graphic explanations of the ISS. Realistic graphics and ambient audio complete the sensation of "being there".


Six (6) façade racks: 3 Avionics, 1 Air Revitalization, 1 Thermal Control System, 1 DDCU Power Unit.


Five (5) façade racks (2 EXPRESS, 2 Zero-G Storage, 1 DDCU Power Unit)

Combustion façade rack

Combustion is the release of chemical energy. Gravity on Earth limits the ability to probe the underlying fundamental processes of combustion. For instance, a candle flame burning on Earth takes on a conical shape, whereas a candle flame in microgravity forms a spherical shape.

Visitors can inspect this Combustion rack façade while observing a lighted transparency highlighting a space flame. An Earth flame can also be seen for comparison.


Temporary Sleep Station display and interactive rack

The Temporary Sleep Station (TeSS) is an entire portable bedroom. It has privacy, room for sleeping and changing clothes, communication, and space for recreational activities such as reading. A variety of International gear can be seen in this rack. Visitors can also climb into the exhibit TeSS and use a laptop computer to choose Earth views and even see their own house from space, or alternately learn more about living and working in space.

Human Research Facility interactive rack

The Human Research Facility (HRF) provides an on-orbit laboratory that will enable life scienceresearchers to study and evaluate the physiological, behavioral and chemical changes in humanbeings induced by space flight. The high-tech look of the HRF rack is visually interesting while it is also an ideal location to place the portable children’s glovebox. Guests can check their heart rate on a pulse meter. This glovebox will contain a magnetic repulsion activity that gives the illusion of microgravity and where young visitors can test their dexterity.

Glovebox interactive rack

The Microgravity Science Glovebox (MSG) is a sealed container with built-in gloves that providesan enclosed work space for investigations conducted in the unique, low-gravity environment created as the International Space Station orbits Earth. Visitors place their arms and hands into the exhibit glovebox and interact with objects ‘floated’ by a small Bernoulli blower to see and feel, first hand, the difficulties of working & doing experiments in the microgravity environment of space. An optional video screen allows visitors to view actual footage of astronauts working in the microgravity environment of space.

Optical Window display rack

A large 20-inch window with a large screen TV displays a DVD collection of Earth views highlighting deserts, volcanoes, icebergs, deltas, cyclones, hurricanes, rainforest fires, nighttime lights and noted landmarks.

Canadarm2 Robotic Arm interactive rack

One of the two Canadarm2 Robotic Arm control racks will be seen. Three computer screen mock-ups will have graphics depicting robotic arm activities. The joysticks and control panels will also be seen. A "Call to RMS" simulation software allows one guest at a time to maneuver a visually simulated Canadarm2 to capture satellites/payloads. The guest astronauts test their skills in navigation, visual acuity and robotics as they take the controls of this entertaining robotic arm experience that features high-resolution, photo-realistic graphics, and detailed 3D models of the Space Station.

Hydroponics display rack

For the exhibit, the International Space Station’s Commercial Plant Biotechnology Facility (CPBF) is shown "growing" soybeans or wheat in "space". The opaque front facings will be replaced with a clear facing for visitor viewing. The unit appears functional, but is for display only. A video monitor shows footage of plants that have actually been grown aboard the space station.


Guests will access the Destiny module through this side of the exhibit. As it is priced for this project, this side is left open for entrance, exit and viewing with structural arcs helping to support the overhead structure.

Forward and Aft Hatches

Complete with graphic panels containing descriptions of International Space Station and space science experiments.


9. Missions to the Moon Panel

Past and future Moon missions are explored by guests via a graphical panel with fun facts.


10. Lunar Lander

The Lunar Lander simulation is a return to the Moon simulation. The experience recreates the final minutes of a lunar landing in the Camelot area. The goal: to land safely on the surface of the Moon before fuel runs out for the thrusters. Two guest astronauts call upon their best flying, navigation, and time management skills as they take the controls of a Lunar Excursion Module to land on the Moon. The 3-D topographically correct Camelot landing scene, accurate representations of Lunar Module (LM) instrumentation, and realistic flight characteristics provide an exciting look-and-feel for the flight. Cockpit voice traffic and environment sounds complete the effect, offering a unique chance to experience future exploration. A graphic backdrop also gives a visual reference for the simulation.

11. Microgravity Trainer

Visitors can manually roll and glide along a lowered friction floor while on their backs in a Simplified Aid for EVA Rescue (SAFER) system "jetpack". Visitors can reach an overhead task board and attempt to turn a large lever, hook and unhook plugs, and connect and disconnect hoses while applying the principle of Action/Reaction.

12. Lunar Jumper

Guests take on the role of planetary explorer and discover what it is like to walk on the Moon with 5/6ths less gravity than the Earth. They use their best mobility skills as they experience how astronauts moved on the surface of the Moon in this 5 minute experience. A Moon-themed terrain creates a challenging maneuvering environment. A graphic backdrop also gives a visual reference for the simulation.

13. Planetscapes Panel

Planetary atmospheric and surface features are explored by guests via a graphical panel with fun facts.

14. Planetary Weight

Visitors get a physical understanding of how an item’s weight on Earth compares if they are on other planets or moons in our solar system. The chosen item could be a sponsors’ item (e.g.Coca-Cola can, Titleist golf ball) or a random item.

15. Space Missions Video

Guests gather around the video viewer for the sights and sounds of astronaut missions in space with highlighted technological advances.

16. Mission to Mars

Four (4) guests at a time enter a futuristic Mars-bound spacecraft for an exciting 7-minute journey to the Red Planet. Guests skip off the atmosphere to slow down and descend to the surface where they then proceed to view some of Mars most famous surface features.


17. Mars Flyer

The Mars Flyer simulation is a futuristic fantasy mission set during the early stages of human exploration of Mars. The experience revolves around the crew of Shepard Base, a small scientific station located in the Marineris Valley. Having learned of the impending arrival of an intense Martian dust storm, a search team must set out aboard jetpacks to locate a missing robotic rover craft called Sojourner. The goal: to mark Sojourner’s location for later retrieval and return safely back to the base before the storm hits. Guest astronauts call upon their best time management, navigation, and logical deduction skills as they take the controls of a jetpack to search for the lost robot: Sojourner. The unusual flight characteristics of the jetpack and visual scenes based on real-life Martian geography heighten the thrill of this one-of-a-kind adventure. A graphic backdrop also gives a visual reference for the simulation.

18. Missions to Mars Panel

Past and future Mars missions are explored by guests via a graphical panel with fun facts. Also,on one section of the panel, they will have fun taking photos of each other as they "suit up" as a Mars explorer in a 3-dimensional photo opportunity. Steps on the back side of the panel will allow children of all sizes to reach the suits’ helmet photo port.

19. Spacecrafts & Habitats Panel

Past and future spacecraft and habitat concepts are explored by guests via a graphical panel with fun facts.

20. Mars Rovers

"We have a GO for exploration!" as guests take on the role of a remote scientist and discover robotics like those that have explored the Moon and Mars. The goal: to guide a robotic rover on an exploration mission. Guests call upon their best hand-eye coordination and navigation skills as they take control of one of two 2/3rds scale Soujourner-type rovers and explore a quadrant of the Mars surface. Guests can either move the rovers freely or follow a pre-set pattern of exploration in this 3-5 minute experience. A texturized surface creates a challenging rover maneuvering area. A graphic backdrop also gives a visual reference for the simulation.

21. It Takes a Team Video

Guests gather around the video viewer for a glimpse into the sights and sounds of the peoplebehind the astronauts and space missions.

22. Planetary Play Area

A foam Saturn slide and Moon crater create a small themed play area for the youngest guests.They can also become the engineers of the future as they build their own space stations on a large board with magnetic foam space station pieces.

23. Space Tourism Panel

The potential of Space Tourism is explored by guests via a graphical panel with fun facts.

24. Destination Space

Visitors can learn about our Solar System as Bernoulli blowers keep planets suspended in a unique presentation of planetary orbits. A graphic backdrop also gives a visual reference and fun facts regarding deep space travel through the solar system.

25. Gyro

Guests find out just what it is like to be in an out-of-control spacecraft. The goal: to keep from being disoriented in order to regain control of your spacecraft. Guests use their center of gravity and weight distribution to change the direction of the multiple-axis rings in this fun and exhilarating 3-5 minute experience. This not-to-be-missed trainer, not only simulates astronaut trainers, but also let's guests feel the gravitational effects of being inside of a gyroscope. The gyro is located on a stage that can have a dual use for educational presentations.

26. Spinoffs

Space exploration has benefited humankind in ways that are a matter of everyday life, part of sports and play or a matter of life or death. Technologies and products developed for space with relevance to the public are displayed in cases. Suggested items for display are: Tensegritoy, Smoke Alarm, Digital Clock, K2 Ski Helmet, Carbon Fiber Golf Club, Graphite Tennis Racket, Raichle Flexon Ski Boot, Bar Coding, Sun Glasses, Cordless Tools, Thermal Gloves, SpacePens, Football Helmets/Bike Helmets, Joysticks, Portable Cooler/Warmer, Athletic Shoes (Specific brand), Sports Bras, Fogless Ski or Swimming Goggles, Water Purifier, Space Blanket, Solar Power, and Zen Perfume. A small accompanying text panel explains the importance of spinoffs and technology transfer.