Visualization and Simulation Environments

to Solve Difficult Learning Situations

(VASE)

 

 

 

Uno Fors, Rolf Bergin (Karolinska Institutet), Uli Plank (Braunschweig Institute of Fine Arts), Frands Herschend, Stefan Seipel (Uppsala University), Stephan Olbrich (University of Hannover) and Christian Floto (TU Braunschweig)

 

 

 

1. Executive summary

This proposal describes a project directed towards the use of simulation and visualization techniques for education and training purposes within three different fields – medicine, archeology and computer graphics - but will focus on generalizable results. To enable the study a variety of pedagogical and educational issues, an educational research framework is proposed that will test a number of hypotheses in three well-defined cross-disciplinary test beds. Two of these experiments will be performed independent from the others and also divided into different time lines, the third experiment will link the two other experimental fields (Medicine and Archeology) together with a third (Virtual Reality) enabling an interesting cross-disciplinary experimental framework.

 

The experiments within this framework will use a pedagogical strategy, which is based on student activation and student responsibility. They can thus be used as a lever to accomplish changes in the educational process and in pedagogical strategies at the universities

 

2. Rationale

Simulation and visualization techniques have been used in various areas for education and training purposes over the years. This is especially true when practice in real world is hindered due to ethical, economical, social and cultural reasons. Examples of this can be found in a variety of areas and settings like medicine, archeology, geology, aviation and engineering.

 

The learner can be trained in life-like situations without any risk and also do this repeatedly. A well-known application is the use in the training of pilots - in their initial training as well as in a continuing training of different types of airplanes. This is an example of training of concrete skills, patterns and maneuvers. There are other examples of when simulations are used in training and understanding of more abstract skills like in management and economy. The use of simulations in areas like the improvement of professionalism, interpersonal communication skills including increase of empathy are scarcer.

 

Simulation and visualization techniques are currently used with good methodological and educational results in WGLN and adjacent projects. Examples within WGLN are two projects covering learning to deal with medical problem solving in diagnosis and therapy (the ISP-VL [http://isp.his.ki.se] and PharmaPac [http://www.pharmapac.org] projects), other examples within the medical field are training of for example critical situations in anesthesiology and emergency care. But also in other educational areas like geological problem solving have simulation techniques been used with good results (the SvalSim project [http://www.his.ki.se/informatik_media/utv_datorstod/svalsim/index.htm] at KI/Statoil is an example of this). The latter project also served as a pilot test of generalizability, as it used both pedagogical methods and program code from the medical ISP project.

 

To our knowledge no thorough attempts have been made for a more overall development, research and evaluation of simulation and visualization techniques. With such an approach cross-disciplinary spin-offs and mutual benefits could deliberately be searched for utilized techniques, program code and evaluation techniques. Such common techniques and code could then be shared between the projects. An overall strategy is of special value in the WGLN research areas as the use of simulation and visualization techniques can be applied to most of the areas like cross-disciplinary learning, distributed teams learning and personalized learning.

 

Further more, even if most visualization/simulation projects have been methodologically successful and also proven to be applicable in real student courses, a number of important research issues have been formulated. These includes: how real a simulation must be to motivate and engage the student, how much user freedom an optimal system should allow, and in which pedagogical settings a visualization/simulation system is best used. Also questions regarding the generalizability of both the pedagogy and the systems as such have been asked.

 

The experiments within this framework will use a pedagogical strategy, which is based on student activation and student responsibility. They can thus be used as a lever to accomplish changes in the educational process and in pedagogical strategies at the universities.

 

3. Proposed research framework

To study some of the above-mentioned issues, we propose to create an educational research framework in the field of visualization and simulation. This research framework will test a number of hypotheses in four well-defined cross-disciplinary test beds, or experiments. All four experiments will more or less use pedagogy and system from the existing WGLN ISP-VL project. Two of these experiments will be performed independent from the others and also divided into different time lines, the third experiment will link the two other experimental fields (Medicine and Archeology) together with a third (Virtual Reality) enabling an interesting cross-disciplinary experimental framework. A fourth experiment will evaluate the effects of different audiovisual components of multimedia based learning systems.

 

The four experiments/test beds will be:

- Use of three different techniques to simulate medical patient history learning, to evaluate the possibility to activate, motivate and emotionally attach students to simulated learning systems.

   Led by Uli Plank, L3S/Braunschweig and Rolf Bergin, SweLL/KI

 

- Assessing the generalizability and resource need of creating subject independent simulation systems for learning. This will be performed by means of creating archeological simulated excavation (ASE) based upon the existing medical ISP architecture

   Led by Frands Herschend, SweLL/UU and Uno Fors, SweLL/KI

 

-  Exploration of how interactive, 3D visualization techniques can be applied to different scenarios where complex, dy­namic, multi-dimensional data have to be analyzed, understood, and communi­cated.

   Led by Stefan Seipel, SweLL/UU and Stephan Olbrich, L3S/University of Hannover

 

-  Assess the effects of audiovisuals in multimedia 2D/3D learning systems. This will be performed by means of creating different versions of a given multimedia CD-Rom series (The Cell) and studying the effects on learning processes.

 

 

A general goal of the framework is to create common research agendas, technical solutions and assessment strategies that will fit all these seemingly disparate experiments, enabling an effective and streamlined research organization to save money, time and gain knowledge that will fit most disciplines. All experiments will deal with a number of general hypotheses but focus on two specific hypotheses per experiment. The project will to some extent include faculty persons at all three WGLN Learning Labs.

 

Hypotheses:

The proposed research framework will cover both general and specific hypotheses:

 

General:

A,   Well designed simulation systems motivate and engage students

B,      Visualization and simulation systems allow learning situations that otherwise might be limited due to among others, ethical, economical, social and cultural reasons.

C,   A well designed visualization and simulation system will allow the student to learn more and better

 

Specific:

D,   The degree of simulation realism is reflected in the level of student involvement and student motivation

E,   Well-designed simulation systems do improve personal communication skills between non-equal individuals and also result in emotions important for learning

F,   A simulation system can be designed so that it is generalizable between very different areas and settings

G,   The resources needed for such a conversion are acceptable and smaller than creating new systems and pedagogical settings

H,   3D visualization techniques might be used to analyze and communicate complex, dy­namic and/or multi-dimensional models or data

I,    Educational use of 3D/VR is nowadays possible in many new learning situations, since available multimedia-enhanced lecture halls, and desk­top workstations often can be extended to support low-cost stereoscopic, 3D presentation techniques

 

4. Evaluation approach

Since all of the experiments included in the VASE project deals with visualization and simulation environments, it is essential to develop a common framework for the assessment issues.

 

At the outset, the evaluation team members from the involved labs will facilitate the participating researchers in clearly articulating the learning goals of the various facets of the three test beds/experiments of the project. Developing a program logic map for each experiment will assist in focusing and prioritizing the goals. All experiments will follow a formative evaluation framework, where at each step of data collection, a process is put in place for disseminating the information back to the participating researchers.

 

The specific evaluation needs and goals for all three experiments will then be used to set up the common assessment framework of the VASE project. In this way, the evaluation team will oversee that both the specific experimental hypotheses and the general research goals will be assessed.

 

Additionally, the evaluation team will oversee the research design and assessment needs for conducting the evaluation for each experiment. During the course of the experiment, the evaluation team will draw on its multidisciplinary expertise in collecting various types of quantitative and qualitative assessments.  The evaluation will be based upon the common WGLN evaluation criteria and particularly focus on the WGLN-objectives as described below. The evaluation will also represent various stakeholder perspectives, including, for example from Experiment 1, medical student, medical faculty, designer of simulated patient, cinematographer, students of cinematography, and real patients.

The following WGLN goals and research areas will be addressed:

New knowledge and new products will be created to evaluate the possibility of

 

The project covers many of the WGLN research thrusts like

 

As well as the WGLN Research White Paper area

 

5. General Information

Principal Investigator, Point of Contact

Uno Fors, KI, Uno.Fors@his.ki.se and Rolf Bergin, Karolinska Institutet, Rolf.Bergin@his.ki.se

 

Co-PI (s)

Experiment 1: Uli Plank, Braunschweig School of Art, Uli.Plank@hbk-bs.de

Experiment 2: Frands Herschend, Uppsala University, Frands.Herschend@arkeologi.uu.se

Experiment 3: Stefan Seipel, Uppsala University, Stefan.Seipel@dis.uu.se
Experiment 4: Christian Floto, TU Braunschweig, C.Floto@tu-bs.de

 

Other Participating Researchers

· Karolinska Institutet

   Uno Fors, Uno.Fors@his.ki.se

· Royal University College of Fine Arts, Stockholm

         Marie-Louise Ekman, maraj@kkh.se

· University of Hannover

   Stephan Olbrich, Olbrich@rvs.uni-hannover.de

· TU Braunschweig

   NN

· Uppsala University

   Anneli Sundkvist, Anneli.Sundkvist@arkeologi.uu.se

 

Assessment

· SweLL

   Ernst Brodin, Ernst.Brodin@fyfa.ki.se

   Hans Hindbeck, Hans.Hindbeck@his.ki.se

   Monica Langerth Zetterman, Monica.Langerth@learninglab.uu.se

· L3S

   NN

 

Project Time Frame

2 years: September 2001 – August 2003

 

6. Test beds/experiments

Experiment 1:

Specific hypotheses under study:

D, E

 

General goal:

Assess the possibility to activate, motivate and emotionally attach students to simulated learning systems. This will be performed by means of studying the impact of three different techniques to simulated medical patient history learning.

 

Lead:

Uli Plank, L3S and Rolf Bergin, SweLL/KI

 

Experiment description:

In the existing ISP-VL project patients are presented using traditional video techniques. The filming has been done in professional studios with professional personnel. Modern cinematographic techniques allow strongly increased possibilities for realism and presence. As some of the educational goals include activation and emotional involvement of the students, it is important to test these techniques in educational experiments. The experiment will start from the existing WGLN ISP-VL project and develop a second methodology using a recent full-motion-video simulation based on editing rules from cinematography. During year one, the ISP-VL system will be translated to German, a script for the new cinematographic patient history system will be developed, followed by pre-shootings in a Swedish studio using Swedish and/or German actors or students from an actors school. This will be followed by test implementation of the Virtual Cinema technique in Germany. Late in year one, a pilot version using the cinematographic technique will be available for pre-testing. In year two, the main development of the cinematographic system will take place, possible with new professional actors, followed by tests with students for assessing the emotional impact of the two different simulation techniques, and finally an evaluation phase.

 

Comparing these two computer based simulation techniques with real life simulation methods utilizing standardized patients (actors) is a future goal, but might be performed as a limited pilot test during year two, depending on available resources.

 

Course settings:

In the existing ISP-VL project, student groups at different levels in the medical education - preclinical, preparatory clinical level and early clinical level - are used. This means that different course settings are tested for problem solving capacity, memory retention and emotional involvement etc. This type of groups and existing assessment methods will be used in the suggested experiment.

 

Work plan:

Stage 0: Initial workshop

The project will start with a workshop with representatives from the participating laboratories where a detailed analysis of the techniques in the existing simulating system as well as the possibilities of cinematographic system. The collaboration involves personnel from very different areas. It is thus important to establish a thorough mutual understanding of the conditions at the different laboratories. The workshop will also result in a detailed timetable. The different steps from a cinematographic point of view are presented in the following (stage 1-6).

 

Stage 1: Didactical concept

Human behavior during the contact of doctor and patient are analyzed under medical aspects with the help of video. We consider two basic dramaturgical complexes: visualization based on physiological perception and interaction under psychological patterns.

 

Visuals:

The goal of 'immersion' throughout the learning process implies the representation from the actors point-of-view. This leads to an "atomized" version of possible framing and perspectives. Interaction: The patterns of human interaction are controlled by several components, like language, gestures, facial expression and the direction of the eyes  (the index vector). The complex interplay of visualization and interaction is part of any human communication in the real world too. The result of this first stage is a didactical matrix represented by storyboards. 

 

Stage 2: Technical concept

The concept from stage 1 is verified against the possibilities of the software 'Virtual Cinema' from Hyper Bole Studios. This software has been developed to replace the conventional linear cinematic language with a specialized syntax of narration and is the starting point for cinematic representation of non-linear content. The technical base is the widespread system-architecture for time-based media called 'Quick Time'  (developed by Apple, but available for Windows machines too). We will have to test - in close cooperation with Hyperbole - if there are further developments of the software needed to arrive at the desired result of a learning module with a higher 'emotional impact'.  Another possible approach will be a production solely based on QuickTime's interactive features to arrive at a platform- and software independent solution. A decision between the two possibilities can only be taken after extensive testing. The result of this stage will be a functional test model according to the didactical and technical concept and it's presentation to the group of researchers. 

 

Stage 3: Scripting/Storyboarding

The script is developed according to the didactical matrix and will re-translate the situation of medical practitioner and patient in different situations into the linear structure of a film sequence. In this script the realization of the concept is defined by linear cinematic language. The script is needed to communicate the intended situation to film professionals (actors, crew) from the professional side. It's necessary as well to organize and co-ordinate production management. 

 

Stage 4: Pre-production

Planning of production and crew, organization of the technical resources based on focused part lists of the script. The production management organizes time and resources, in parallel the director and assistants do the fine-tuning of content and design.

 

Stage 5: Production

The quality of the core production is essentially based on credibility and realism of the work with actors. Working for a non-linear product will need a re-definition of conventional practices in cinema and a new approach both by director and actors. Other than in linear cinema the represented action will not be focused on singular events but:

- 1. be multiplied by several possible actions for a given scene

- 2. need multi-angle real-time recording

- 3. need a higher degree of abstraction for logical chaining. This implies the possible need for re-shooting due to the risk of gaps in cinematic representation even with the best possible planning. 

 

Stage 6: Post-production/Authoring

The sheer quantity of raw footage will result in a period of logging and indexing of image and sound higher than usual. Additional to conventional editing the pre-editing of jump points is needed to test the chained actions. The selected sequences are then organized into a database according to the didactical matrix from stage 1. At this point a re-evaluation of existing soft- and hardware standards is needed to check the decisions from stage 2 against current developments on the market. This leads to the choice of distribution codec and hardware or streaming concept and forms the base of mass conversion of raw footage into the final compressed format. The functional model is adapted, filled with the high-level material from the shooting/editing and completed with the interaction tools developed meanwhile. Now authoring is run through two test stages as in conventional software development (alpha and beta tests), each followed by debugging. The final product is now ready for presentation.

 


Stage 7: Testing in courses with students

After a debugging phase of the two systems with students the systems will be used for experiments with students in ordinary courses at different levels. The tests will be performed with local groups in a problem-solving environment.

 

Stage 8: Final evaluation

The evaluation will be closely connected to all phases of the project, but will have a main period in conjunction with the student tests and the following month. Procedures used in the present ISP-VL project will be used. These procedures include written forms, video recordings and deep interviews.

 

Deliverables:

There are several deliverables during the project. The first is a workshop report presenting up to date descriptions of i.a. the advanced simulation and cinematographic techniques. A second deliverable is an ISP-VL version in German, possible to use in different courses in Germany. The main deliverable is the production of a new computer-simulated patient history system with new cinematographic techniques, to be tested against the traditional system. The results will include written assessment reports and possibly also a scientific paper published in an international journal.

 

Time frame:

Stage 1: Didactical concept                                                 5 months

Stage 2: Technical concept                                                             5 months

Stage 3: Scripting/Storyboarding                                     2 months

Stage 4: Pre-production                                                                     2 months

Stage 5: Production                                                                    1 month

Stage 6: Post-production/Authoring                                         6 months

Stage 7: Testing in courses                                                         2 months

Stage 8: Final evaluation                                                         1 month

 

 


Experiment 2:

Specific hypotheses under study:

F, G

 

General goal:

Assessing the generalizability and resource need of well-designed simulation systems for learning. This will be performed by means of creating archeological simulated excavation (ASE) based upon the existing ISP architecture

 

Lead:

Frands Herschend, SweLL/UU and Uno Fors, SweLL/KI

 

Experiment description:

This experiment is based on existing ISP-VL pedagogy and systems, but also with the knowledge derived from earlier transitions between medicine and geology. The aim is to construct an ASE that will enable students at different locations to use the same training tool, i.e. to bridge different archaeological learning environments by means of similar approaches to source material, in order to explore the possibilities for creating a larger learning network. The setting will be an excavation of an Iron Age settlement (a farm) in the middle of Sweden. Such an excavation site, depending on its state of preservation, usually consists of about 100 and 1500 contexts, such as postholes, hearths or floor layer, and a number of artefacts. In Scandinavia and Northwest Europe 5 - 10% of the arable land can be expected to contain remains of Iron Age farms. A large number of university departments could therefore be expected to benefit from the simulation in their education of students. From a didactic point of view, students can test their ability to recover facts and judge the relevance of a methodic approach, but also put their excavation results into a larger cultural perspective. This will enable them to combine science and humanity in archeology.

 

The intellectual rationale of the experiment is twofold. The first and immediate result will be a pedagogical platform by means of which students will become aware of the character and complexity of an archaeological site. The second result will be the introduction of a new way of looking at the site and the excavated site as a three-dimensional model.

 

An archaeological site is the material results of a series of events. The excavation aims at reconstructing these events and the order in which they took place. In this respect archaeology and forensics share the same interest and similar to autopsy the excavation destroys its object and transforms it to documents and a small number of preserved items. Loss of information is the main disadvantage of this kind of method and the loss is due to inexperience, bad organization and the nature of the methods. Simulating excavations minimizes the two former ones.

 

Today the result of the documentation of an excavation stands out as a mixture of notes, photographs, drawings, sections and artefacts kept together by an interpretative description in the form of a text which links all the disparate bits and pieces of documentation. The reason for this is no doubt the original archaeological excavation tradition that hailed the idea of setting out on an expedition, making a discovery, and bringing back proof in the form of objects.

 

With today's electronic techniques we can change this attitude completely and see to it that the documentation make up a database consisting of three-dimensional virtual objects linked in such a way that documentation itself becomes a coherent visual model of the actual site. The ability to put together the model goes hand in hand with the ability to dismantle it and that means that we can return to the site and its excavation to analyze the results once again. It will become possible to visualize different phases and distributions and to check different strategies redoing the excavations.

The simulated excavation equals the three-dimensional representation of a database in which the records contain all the information that can be obtained about the site. That is to say the complete documentation of a site contained in a set of records. This means that by excavating the virtual site students are trained in the reformed ideal of archaeological documentation, inasmuch as they are required to build up the documentation as a database parallel to the one behind the simulated site.

There are obvious pedagogical qualities in this approach since to judge the success of the students we can compare their database with the one that constituted the site. Students will learn that the result of an excavation is a coherent record-based three-dimensional model and an interpretative text summarizing relevant contextual patterns.

 

Defining a simulated site is a matter of composing a three-dimensional object, the site, consisting of a number of three-dimensional subsets with different qualities – such as being a posthole with a certain color, another subset being a piece of charcoal in the posthole and so on. The point in the excavation is to apply two kinds of tools. One kind removes a certain portion of the site – a "spoon" takes just a little and breaks nothing, while a "spade" takes more and breaks through some of the subsets. The removing tool brings to light new surfaces in which one can see different subsets. That will allow description of what we see and may also prompt us to use the second kind of tool by means of which we can recover a subset or a part of a subset, be it a potsherd or a sample of charcoal. By recovering we add records from the site database to the documentation database.

 

Developing the simulation technique we will be able to teach excavation and moreover to create a new or rather reformed attitude to the excavation of the real site.

 

Course settings:

In March 2001 the Vice Chancellor of Uppsala University granted the Department of Archaeology a new two-year, strongly computer-aided, archaeology program. The program puts a special emphasis on landscape analysis, fieldwork and artefact studies. The reasons for giving the program economic support were several among others the following: the teaching capacity of the department, its Geographical Information System (GIS) lab, its curated museum collections, its library resources (2nd largest archaeological library in Sweden) and Societas Archaeologica Upsaliensis (SAC), a commercial foundation engaged in archaeological fieldwork and analysis. SAC work in close co-operation with the department being founded by its staff members in order to introduce new archaeological methods. As a part of the program the ASE will be fitted into this structure in which teaching and working life interact.

 

The second year curriculum for the Archaeology Program contains a six-week field course with an additional five-week, non-compulsory, summer course. If we develop the ASE course it will become a three-week course inserted before and taking one week off the field course. It will be incorporated in computer training part of the program. During the program students are divided into groups of six for all "laborative" tasks and each such group will run an ASE under supervision. The program accepts 30 students a year.

 

The course will teach and test the students' interpretation of the site (i.e. the written report and its arguments), their use and choice of methods, the quality of their documentation, recovered facts and cost efficiency. Since there will be a key to the ASE the course will end with a comparison between the students' reports and the key. With continued funding the three-week course will run in May 2003 with five student groups, i.e. all the second-year students in the Archaeology Program.

 

Work plan and deliverables:

The experiment will deal with a number of milestones with related deliverables. This will include a report from an initial workshop, where the pedagogical methods from the ISP-VL project will be mapped into the educational needs in archaeology. In this workshop will faculty from archeology, medicine and educational design specialists participate. This workshop will also result in a system description where the needed data, interaction scheme and design features will be determined.

 

A systems design phase will follow this, in parallel with gathering of needed images, texts and other data. This phase will result in a working prototype of the ASE, including excavation site data like maps, objects and other graphical data derived from existing archeological artefact materiel and databases at Uppsala University. After evaluating the prototype the development of the full-blown ASE system will take place.

 

The full ASE system will be used in student courses as described above, where both the simulation system and the learning outcomes will be evaluated. The ASE will demonstrate the formation of a simulated site and exemplify some of the different subsets contained in it. It will also give examples of how to analytical methods such as 14C analyses come to use and demonstrate how the removing and recovering excavation tools work. Excavation and analysis will be linked to real time and costs.

 

The evaluation team will work close to all experiment phases, but will have a main effort during the last part of the experiment. The evaluation team will in close collaboration with the developing team monitor all steps needed to create the ASE with the ISP-VL systems as a base to study the resources needed for this transformation process (from medicine to archaeology), to enable the study of the ability to create generalizable educational simulation tools. The outcome of the evaluation of the user studies will result in a report and possibly also as parts of scientific papers.

 

Time frame:

Initial planning, workshop and reports                                      month 1-2

Prototyping and initial data collection                                              month 3-5

Development stage incl. further data collection and digitization            month 6-11

Initial course deployment of the prototype                             month 11

Refinement workshop                                                                      month 12

Development of the ASE and its course settings                          month 13-20

Final course test of the ASE                                                        month 21

Final evaluation and report writing                                      month 22-24

 

 


Experiment 3:

Specific hypotheses under study:

H, I

 

General goal:

This experiment will explore how interactive, 3D visualization techniques can be applied to scenarios where complex, dy­namic, multi-dimensional models or data have to be analyzed, understood, and communi­cated. The experiment will establish the required infrastructure at the involved labs, which is required to develop and investigate educational applications of VR and for reference purposes, design, implement, and evaluate networked services and a modular authoring tool to sup­port creation of content and application scenarios, and finally, create and evaluate pilot applications.

 

Lead:
Stefan Seipel, Uppsala University and Stephan Olbrich, University of Hannover

 

Experiment description:

Pilot applications are going to be developed and tested in three involved sites, Hannover, Uppsala, and Stockholm. The teaching content will be chosen from courses in Computer Graphics, Archeology and Medicine, where complex relationships need to be conveyed. The Computer Graphics examples will be extended materials and contents from the demonstrators established in the CVEL project. The Medical examples will be part of the physical examination/medical history systems of the ISP-VL project used in Experiment 1 above, and the Archeological examples will be one or two of the artefacts (objects) used in Experiment 2 above, enabling a very interesting cross-disciplinary use and evaluation of the educational VR tools developed.

 

In order to use synergy effects and to avoid overlapping labor, staff from experiment 3 will be involved both into experiment 1 and 2 in order to support creation of the domain specific 3D content, and to support the set-up of respective demonstrator applications. On the other hand staff from experiment 1, and 2 will also work on experiment 3 to contribute with user requirements such as to guarantee a highly usable and general applicability of the outcome of experiment 3.

 

The VR scenarios will comprise interactive virtual experiments and teaching sessions, which could be shared by students and teachers in either local or remote places – thus enabling distributed lab-sessions and tutorials.

 

This experiment is based on existing CVEL experiments and systems, but also on previous research results in complex-data visualization. Pilot tests with students from all three areas (Computer Graphics, Archaeology and Medicine) will be performed already in year one, to enable necessary feedback from students, teachers and the evaluation team to form the basis for full-scale implementation in courses during year two.

 

Course settings:

The VR system developed and its domain-specific educational content will be tested and used in both existing and newly developed courses in Computer Graphics, Archeology and Medicine at Uppsala University and Karolinska Institutet.

 

The medical and archaeological student activities will include the courses and other practical tests with students used in experiments 1 and 2 in this project.

 

Work plan:

In order to accomplish the general goals outlined for experiment 3, a functional frame work must be established which allows for high flexibility and generality such as to accommodate user studies in a variety of different disciplines. In this process we are going to adopt an action research driven approach, where specification and development of communication metaphors for the 3D learning environment will be tightly inter-connected with ad-hoc implementations and periodic cycles of small scale user studies. This user centered development approach shall guarantee that the final 3D learning and teaching environment to be evaluated will not lack significant functionality. Since most of the interaction paradigms in these virtual visualization environments will go beyond state-of-the-art in existing 3D learning tools, an ad-hoc user driven verification method is appropriate and desirable in order to avoid miss-leading research efforts. In particular, the following main tasks are going to be performed:

 

Functional framework definition (Task 1):  In a first step we will establish a functional specification for the 3D learning environment. As we can observe from present 3D learning environments, functional abilities are far too limited as to allow those tools to be used meaningfully in the learning context. Often, navigation of conventional documents is managed outside the 3D learning environments, which requires mental task switches between different learning contexts. Questions to be answered: How is textual information communicated best in virtual learning environments? How can individualized 3D content (experiments and visualizations) be described in a general form? How is interaction among students and teachers accomplished most efficiently in the virtual communication environment (voice, text-chat etc.).

 

Field research based refinement of requirements (Task 2) and ad-hoc implementation of runtime system (Task 3): Our ideas about the capabilities of a fully virtual learning environment are based on our experiences with existing 3D learning tools and the shortcomings we encounter there. In defining new communication paradigms, we intend to come up with a superior way of communicating complex data and relationships (see goals). In order to validate our paradigms, however, we need alternate small-scale user studies with implementation cycles to proof our concept. The knowledge we gain thereby is more related with social and behavioral aspects rather than technical: How do we initiate social contact in a virtual environment? How does avatar appearances alter personality? How important is true face-to-face communication? To what extend do we have to maintain privacy of dialogues in an environment where everyone can see and hear anyone else?

 

Domain specific content authoring system definition and implementation (Task 4): A further step in our investigation will be to provide long-term usability and exploitation of the results accomplished throughout the project. Speaking in practical terms, it must be easy also for non-technical people to use the 3D virtual learning environment to set-up, configure, and design their individual domain specific virtual lectures. In consequence there must be an authoring system to manage and administer virtual classes, the teaching material, access privileges and to archive 3D content. This task will guarantee that there will be a generalized outcome of the invested resources ready for dissemination and evaluation across all disciplines.

 

Pilot build and experimental studies (Task 5) and evaluation (Task 6): These tasks are concerned with implementation of case studies in the three selected areas Computer Graphics, Archeology, and Medicine and with experimental studies. We will set up the goals of evaluation to prove the hypotheses H and I, as stated above in proposed research framework, including a continuous evaluation effort. These studies will be carried out in the overall evaluation framework established by the WGLN assessment team.

 

Deliverables:

As for the implementation related tasks the deliverables will be in form of usable software systems. One for the runtime system of the virtual learning environment (Task 3, Task 5), and one for the authoring system, which allows to create 3D teaching content and virtual meeting places (Task 4). The results of Task 1 will implicitly be reflected and represented in the deliverable of Task 3. Task 2 will generate general knowledge related to visual communication in virtual learning environments and hence result in a guideline document for teachers engaged into virtual 3D learning scenarios. The outcome of the evaluation of the user studies will result in a report and possibly also as parts of scientific papers.

 


Time frame:

Timeframe for the 24-month project period listed by task order:

 

Task                                                                                                                             Month

Task 1 (Functional framework definition):                                                                     1-3

Task 2 (Field research based refinement of requirements):                                       3-12

Task 3 (Ad-hoc implementation of runtime system):                                                            6-15

Task 4 (Domain specific content authoring system definition and implementation):             12-20

Task 5 (Pilot build and experimental studies):                                                                        9-20

Task 6 (Evaluation):                                                                                                      1-24

 

 

 


Experiment 4:

Criteria of Evaluation of Audiovisuals in Multimedia Productions (CRIMP)

 

General goal:

Assess the effects of audiovisuals in multimedia 2D/3D learning systems. This will be performed by means of creating different versions of a given multimedia CD-Rom series (The Cell) and studying the effects on learning processes.

 

Lead:

Christian Floto, TU Braunschweig, C.Floto@tu-bs.de

 

Problem Description:

Developing and producing state of the art multimedia teach ware means to incorporate remarkable portions of audiovisual elements. In their every day life learner are accustomed to consumption of films and videos of high technical quality e.g. TV programs, DVD productions or Imax cinema, including especially 3D-technique, music and sound effects and a lot of formal and dramaturgical means to reach a higher level of attention and motivation to consume this special media product. The costs for using these techniques and such productions are extremely high. Relating to multimedia productions for teaching and learning the question is, what kind of technical and (post) production requirements are necessary to attempt highest results in motivation, perception, memorizing and understanding. One of the unanswered questions in actual evaluation research is, how do learner react to audiovisuals of different technical quality? Which parameters as e.g. resolution, depth of color, size, motion, and sound bandwidth can be reduced without influencing the motivation of the learner or their learning efficiency? Or – on the other side: Which and how many effects (2D/3D, sound), what kind of textuality/segmentation and dramaturgy is needed for the purpose of optimized learning results? These questions correlate with some of the general and specific hypotheses described in the VASE full application (e.g. B, Visualization and simulation systems allow learning situations that otherwise might be limited due to among others, ethical, economical, social and cultural reasons. C, A well designed visualization and simulation system will allow the learner to learn more and better. D, The degree of simulation realism is reflected in the level of learner involvement and learner motivation.)

 

Experiment description:

One of the IWF multimedia productions (The cell, CD-Rom series) will be used as basic material, which – in its required parts – should be optimized to state of the art quality. In addition to the other experiments included in the VASE project this experiment assess the field of biology. The CD-Rom series includes different digital media as video (RealVideo and QuickTime), 3D-Objects (QVTR), computer animations and interactive teaching modules (shockwave) and is made for educational use in schools and universities. Then the above-mentioned parameters in this production will stepwise be reduced or modified; thus, other versions of learning modules in different combinations of reduced and optimized parameters will be produced.

Next these versions will be tested in different sites and the results will be evaluated.

 

Course settings

Testing these versions requires great efforts in finding homogenous test groups and in developing statistical measurements. Therefore they will be tested by different samples of pupils at vocational schools in Lower Saxony (e.g. Braunschweig, Hannover, Göttingen).

These groups are a more homogenous than student groups and there will be lesser communication between the groups in different cities.

The emotional and intellectual response and effects on perception and memorizing/understanding will be measured.

 

Work plan:

Pilot Phase:

During year one the optimal test bed should be found within a tree month pilot phase by contacting different schools (e.g. classes for doctor’s assistants at vocational schools). A statistical system to measure the above mentioned effects will be developed in the first year.

Cooperation with ZDF (German Television, Second Public Channel) in the pilot phase will be helpful. Participation in evaluation process as described in VASE project will be useful to set up specific evaluation needs and goals for this experiment.

 

Experiment Part One:

Next the different version of the basic material will be produced, the test bed will be recruited and the multimedia material will be tested in courses with pupil at vocational schools as described above (Experiment part one). Both the multimedia productions and the learning outcomes will be evaluated.

 

Experiment Part Two:

Findings of part one will be implemented in the reproduction of test material and a second test phase (Experiment part two).

The results will be evaluated in cooperation between TU Braunschweig, Institute for Social Sciences and IWF Knowledge and Media.

 

Deliverables:

There are several deliverables during this experiment. It will generate general knowledge related to multimedia learning situations and evaluation techniques for such multimedia productions. The outcome will be published in reports and scientific publications of methods and results.

 

Time frame:

Pilot Phase:

Concept planning, workshop, identification of test bed month 01 – 03

Part One:

Development of measuring system, production of test material month 04 – 10

Recruitment of test bed month 11 – 12

Testing in Courses month 13 – 14

Evaluation month 15 – 17

Part Two:

Reproduction of test material month 17 – 19

Testing in Courses month 20 – 21

Final Evaluation month 22 – 24