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The problem of communication between worlds
In summary, there are three predominant issues that will be addressed by my project:
Because I am primarily interested in how any solution to address these three problems will affect teaching and learning on a large scale, the specific learning problem I have selected is the following:
In order to address these seemingly diverse problems, I propose a three phase approach. The first phase will deal directly with those individuals who are unfamiliar with VR technologies that are currently state of the practice (as opposed to forthcoming technologies considered state-of-the-art). This phase will entail devising a method of initiating these individuals so they will be better equipped to handle future interactions with the fully initiated technology savvy population. The second phase of my project will target computer gamers in an attempt to bring together the two diverse populations. This phase will focus on multi-modal collaboration between “real people” (non-gamers) and virtual representations (gamers) using simple technologies like projection monitors and voice-chat systems. The third phase of my project will be the integration of these populations and technologies in a formal classroom setting. This third phase will leverage all previous work done to inform the design of an immersive environment that takes the best of each disparate learning environment, walled classroom and virtual reality environment, and creates a multi-modal integrated semi-virtual classroom within which each population can feel comfortable and interact seamlessly with the other in organized activity.
Background on the Problem Before the time of the global network now known as the Internet, people still managed to collaborate and share ideas and information. Collaboration was a simple matter of being in the same place at the same time. Over time, distance became much less of an issue as communication technologies were developed to mediate collaboration. As early as 150 B.C. man used smoke signals to facilitate ever more complex collaboration at a distance (Ackoff, 1958, Shoemaker, 1996). Later the telegraph and eventually the telephone, television, and video were developed that furthered this long-standing trend. Today we have a fully functioning network of computing resources available to facilitate a vast array of complex interaction among humans who wish to collaborate for a variety of reasons. However, all of these communication mediums have one thing in common: they are varying degrees of abstraction of intentional personal collaboration that seems to be unique in the human species (Tomasello, 2005). Smoke signals are absolutely meaningless beyond the intentions of the collaborators who designed the system of use. If the system is designed to warn of impending dangers then that is the only possible message the system can mediate, an “imposed affordance.” Herein lays one problem that I intend to address in my project. To the uninitiated, abstract systems of communication and collaboration are often meaningless and confounding. If the target system is intended as a limited use system, such as that of smoke signals, it is unavailable for use any other way.
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