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| VRML-Based Public Education--an example and a vision
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| by Donald Sanders and Eben Gay
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The mission of Learning Sites is to take full advantage of
the domains of VRML: virtual reality (based in education), interactive
networked databases, and the information superhighway. For virtual reality
(VR) to have an impact on public education, the content used
to drive the lesson plans, the pupils' experiences, and the interaction
with computers in the classroom should be based on actualities.
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Learning Sites
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Learning Sites designs and develops educational and research
software using interactive, three-dimensional, digital models that are both based
on actual archaeological evidence and reconstructed with an accuracy
and sensitivity to known details that reflect the highest standards of
scholarship. We integrate archaeological data with advanced computer graphics
techniques to further education, data analysis, and the preservation of
cultural heritage information. We aim to create a globally integrated and
interactive network of linked virtual worlds that can be used for teaching,
research, archaeological fieldwork, museum exhibitions, and perhaps even
tourism.
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The dynamic, three-dimensional, digital databases that we develop
are designed to promote awareness of past civilizations,
understanding of different cultures, and appreciation of different places,
peoples, and cultural heritages. Learning Sites is committed to producing
serious educational and research tools as we work toward virtual reality-based
digital schooling and archaeology for the 21st century.
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A Sample Learning Sites VRML-Based Education Package
The selections included here are from the virtual worlds
representing the ancient Greek farmhouse
at Vari (c.325-275 BCE, from the Hellenistic period) that once belonged
to a
family of bee-keepers. The complete virtual environment incorporates multimedia
interaction and demonstrates the capabilities of hyperlinked worlds. We can
demonstrate not only the site both as it was excavated and as it has been reconstructed
but also high-resolution models of some of the artifacts that were found in conjunction
with the house.
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The database, specifically geared
for public school education, provides background information about the
site’s structures, excavation, dating, and function. Since Learning Sites' databases
are independent
of the virtual worlds at the program level, the content of the worlds can
be tailored to suit the needs of specific constituencies, such as K-12
pupils, graduate students, scholars, or the general public. Eventually,
our worlds will link to different scholars’ reconstructions of the site, different
sites with related characteristics, and views of same site at different times as the
settlement around it changed in size and character.
VRML 2.0 is making a difference to those who build 3D environments for the benefit of distance education
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VRML 2.0 is making a difference to those who build 3D environments for the benefit of distance education
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VRML
To meet the challenges of positively influencing courses
of public education, interactive networked virtual worlds must be available
on platforms affordable to schools and museums; the relative stabilization
of VRML has given us an enabling technology toward this end. The VRML 2.0
standard is making a significant difference to those who build 3D models within
multimedia environments
on systems both within the financial range of our target audiences and for the
benefit of distance education. Now the full power of 3D environments can
be combined with the full power of multimedia to create an unrivaled learning
experience.
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Interactive virtual environments permit self-guided explorations
of 3D information (such as our reconstructions of an archaeological site)
with dynamic interaction between the user and the environment. Objects
can move, change, and react to the user. Sound can provide ambient context
and additional information through narration.
Limitations of previous virtual environments prevent wide application for education or research
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Limitations of previous virtual environments prevent wide application for education or research
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Previous virtual reality environments emphasized real-time
response and self-directed movement, focusing on the immersive qualities
of the experience. Limitations of these environments prevent wide application
of such worlds for education or research: (1) expensive hardware is required
to render the complex, highly textured 3D scenes in real time; (2) text
display is rudimentary, usually limited to bit maps or groups of 3D letter
objects; and (3) there are no facilities for allowing users to scroll or
browse text or pictures within these 3D environments.
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VRML has changed all that, making possible the integration
of VRML 3D data, standard HTML 2D text, pictures, and video in a World
Wide Web page. Advanced features like frames and multiple windows permit
simultaneous browsing of 3D and 2D information. 3D environments can now
be used for what they do best--allow users to gain a full understanding
of a spatial structure through self-directed exploration while retaining
all the power and detail provided by the 2D text and graphics of standard
Web pages.
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Multimedia designers can use VRML and HTML together to
build fully immersive worlds or a multiply connected information resource
where the 2D data and 3D data combine to make a powerful whole; an example of this
might be
a 3D building model which serves as the index to construction drawings. The links
between 2D and 3D data make it possible to click on a specific detail in
the 3D environment to not only hyperlink to a different 3D model but also bring up
supporting text and/or pictures in a separate frame in the either same or a different window.
"Hot spots" in the text can affect the 3D portion of the screen,
and "hot objects" in the 3D environment can access and change
the text and graphics in the Web page.
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Some Problems with VRML
At its best, VRML permits the integration of 3D data into
a multimedia environment. VRML has strengths that complement other multimedia
elements, while those other elements can provide details and framework
for information that is difficult to implement in 3D. Unfortunately, the
situation is not totally ideal. There are VRML browsers for most common
platforms (Macintosh, Windows NT, Windows 95, Windows 3.1, SGI Irix, Sun),
but the browsers are not all consistent with the final VRML 2.0 specification,
nor with each other. The following are some of the problems we encountered:
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1. There is no way yet to get standard colors in a VRML world.
Different VRML browsers will display the same object with different colors
and different shading. Any application that depends on accurate rendering
of an object's colors should consider supplying supplemental 2D images.
(Web-page designers know this issue too well, as not even 2D images display
consistently because of differing color maps on different platforms.)
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2. Building a VRML world that has complex user interaction
requires small snippets of code; however, the VRML spec does not state
which language should be used. Browsers currently support Java, JavaScript,
VRMLScript, and other languages. Worlds written with a given language will
run only on browsers that support that language. Worlds that must run on
many browsers will be limited to only those basic actions provided by the
VRML specification.
VRML developers must design user interaction carefully so that the world will not crash if only partially loaded
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VRML developers must design user interaction carefully so that the world will not crash if only partially loaded
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3. Unlike previous VR rendering systems, most VRML browsers
let the user interact with the world as it loads. This mitigates some of
the inherent delays in loading a large world over a network. The situation
also requires VRML world developers to design user interaction carefully
so that the world will not crash if triggered while the world has only
partially loaded.
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4. VRML modelers have a rapidly increasing number of tools
for creating VRML models and interactive worlds, but the output from these
tools varies greatly in compatibility with the final VRML 2.0 specification.
Further, important features, such as polygon reduction and support for
VRML nodes (level-of-detail and proximity detection, for example) are available
on only a few tools.
The biggest problem with VRML 2.0 is its newness
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The biggest problem with VRML 2.0 is its newness
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The biggest problem with VRML 2.0 is its newness;
browsers and coding tools are not completely up to the final specification.
All sorts of incompatibilities result, making the developer's job vastly
entertaining. The problems should be resolved soon, as the various suppliers
publish final 2.0-compliant versions of their product and close current
holes in the specification.
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Cosmo Player
Netscape Navigator
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Our current worlds are best viewed on a PC running Netscape
Navigator 3.0 and the Cosmo VRML Player 1.0 beta2a (developed by SGI).
HTML pages provide the curriculum framework. Features, such as frames,
anchored viewpoints, and labeled locations, allow us to create multiple
self-guided explorations of the site, each emphasizing different aspects
of the data, from the daily life of the farmer to archaeological methodologies.
We have designed the HTML and VRML source files to allow the user to explore
freely, while ensuring that the information provides a coherent learning
experience.
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The Future of Education
Our primary audiences are schools (especially, but not
limited to, grades 5 through 12), museums (especially for exhibitions,
publications, and education), and archaeologists themselves (especially
for publication, data analysis, and alternative visualizations). Interactive,
multi-user virtual worlds, delivered over the Internet or on CDs, place
the coming electronic revolution in public education nearly on each building's
doorstep. Our three-dimensional, digital, archaeology libraries provide
virtual environments for the place, time, or culture being studied. Subjects
such as history, geography, archaeology, and astronomy can be taught using
virtual worlds based on real-life situations and settings.
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For future classrooms, interactive, networked, virtual
reality-based education can enhance students' learning in a variety of
ways, for example:
- by offering vicarious firsthand experiences otherwise
beyond their reach or their school's ability to provide,
- by providing
interaction with geographically or temporally remote locations, people
or objects, and
- by providing information at levels of detail tailored
to individual needs.
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Schools will find the computer-linked future classroom
financially efficient as well. With access to online teaching materials,
each school system need not compile complete sets of instructional materials
or full libraries, in the traditional sense; with worldwide connections,
a virtual environment can link students voice-to-voice and eye-to-eye with
the best instructors and teaching aids in the world. These are tremendous
opportunities, and although the promise of educational reform and revolution
have in the past been overstated and oversimplified, we believe that judicious
use of networked, virtual reality technologies can indeed make a difference.
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Virtual Reality and Education Bibliography (compiled by the Virtual Reality and Education Laboratory, East Carolina) Change this before pub
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To ensure that our materials are not created in a vacuum,
we:
- consider the guidelines set by professional archaeological associations
for teaching archaeology in public schools;
- ensure that our worlds
meet the stipulations for educational software set by the Virtual Reality
and Education Laboratory (East Carolina University); and
- seek out the
advice and guidance of teachers, educators, and administrators so that
we can tailor our instructional materials to specific local or state curriculum
objectives.
For example, competency goals for ancient history, geography,
and world cultures are integrated into the problem-solving tasks linked
to objects in our virtual worlds. Complete instructional packages are organized
with teacher input regarding lesson plans, guidebooks, and adjunct materials.
With this support and understanding, both the thrills and the relevancy
of VR-based education can become a reality.
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Conclusion
Putting all this into the big picture, we envision that
a widely encompassing circle will develop. Digital documentation methods
will allow archaeological fieldwork to be entered directly into bi-directional
databases as excavation progresses. Field archaeologists will be able to
access virtual worlds based on this information during excavation, as well
as feeding new data into the system, automatically updating the online
teaching aids. Thus, eventually, architects, artists, archaeologists, engineers,
computer technicians, software designers, and telecommunications experts
will collaborate in constructing multidimensional libraries that will become
the foundations of virtual environments. The use of VRML and the Internet
as the ultimate vehicles of this data and its interactivity now makes possible
a globally integrated, symbiotic system for the enhancement of public education,
public awareness, and interdisciplinary research.
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Donald
H. Sanders has a professional
degree in architecture, doctorate in archaeology, and nine years experience
in information management and thesaurus construction. He has specialized
in and published about alternative methods of analyzing the ancient built
environment, including the application of the techniques and theories of
semiotics and environmental psychology. He has done 10 years of fieldwork
in such places as Greece, Turkey, and Saudi Arabia.
Eben Gay
has been building virtual worlds since 1982
for museum exhibitions and classrooms. His work on tradeshow displays
has brought him from Boston, where he worked for the Computer Museum of
Boston, across the United States with SIGGRAPH and as far as Japan,
where he worked for TEPIA. He is active in the Boston Computer
Society's Virtual Reality
Group and designs VRML environments. |
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