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SESSION
ABSTRACTS (International
Time Zone converter)
KEYNOTE ADDRESS- 10am to 11am PST - 1pm
to 2pm EST - 6pm to 7pm GMT
"Collaborative information visualizations:
Augmenting, evaluating, and studying virtual worlds and their evolving
communities"
Dr. Katy Borner,
Assistant Professor, Indiana University,
Bloomington
Virtual Location: i-Garden
Due to the increasing
pace of scientific and technological progress we are drowning in data.
Search engines cover a decreasing amount of online documents (web pages,
papers, images, videos, software demos, etc.), the quality of retrieved
documents is rather low, and web search and browsing is a very lonely
activity.
Several systems
aim to exploit spatial memory for information retrieval and organize
large amounts of documents in a 2-D or 3-D space. Even more importantly,
3-D spaces can be explored collaboratively enabling us to leverage the
knowledge of other participants. However, a second or third dimension
introduces serious navigation problems. Overview maps, landmarks, etc.
become key to support efficient information access. Questions such as
“Who is online?”, “Whom can I ask for which information?”, “When is
xx typically available and where?”, etc. need to be answerable to facilitate
collaboration. This talk will show how information visualization techniques
can be applied to design collaborative document spaces – we call them
Memory Palaces – and how document spaces or any other 3-D world can
be augmented, evaluated, and studied by visualizing user interaction
data in a second twin-world – which we named Mirror Garden.
PANEL 1 - 11am to NOON PST - 2pm to 3pm EST
- 7pm to 8pm GMT
"Humans in Cyberspace - Exploring
the Humanities in Rich, Visual Contexts"
Chair, Patrick McKercher, University of California, Santa Cruz
Special Guest Speakers: James Burke, Connections & Bruce Damer,
Contact Consortium
Virtual Location: VLEARN
Early experiments
in using computers in education, as one would expect, have gravitated
towards science and technology itself. Increasingly, artists and educators
are adding digital technology to their more traditional palette of media
to explore the questions the humanities have always asked: who are we
and how did we get here? Recent events have made other corollary questions
more pressing as well: who are they, and where are we going? As we have
become all too aware of our inextricable links to people and places we
recently considered too remote and strange to be of any consequence, this
panel will explore how virtual space not only offers us new ways of communicating,
but of collaborating in history, the arts, and the art of teaching.
The
Knowledge Web
James Burke, Author, Writer, Director
James
Burke, known best for his television series, "Connections"
and his numerous books and articles, is collaborating with educators
and others to bring to life his vision to use Internet technologies,
state of the art visualization tools and virtual environments to explore
the humanities in profoundly new ways. Burke offers us a sneak peak
of his very exciting "Knowledge Web" which will incorporate
the ideas of his books, The Knowledge Web: From Electronic Agents
to Stonehenge and Back and The Pinball Effect: How Renaissance
Water Gardens Made the Carburetor Possible--And Other Journeys Through
Knowledge.
Preview of -
AVATARS 2001 - A Cyberspace Odyssey
Bruce Damer, Founder of the Contact Consortium & DigitalSpace
AVATARS 2001 conference
is the conference from which VLearn3D sprang four years ago. Now in
its sixth year, the Contact Consortium's annual event gathers together
the growing global Avatar Cyberspace community. This unique combination
of the artistry and community never fails to inspire participants with
a leading edge celebration of what is possible in inhabited cyberspace.
Bruce will offer a preview of the events for Sunday's all day show and
talk about how AVATARS has evolved from a real to virtual through the
last 6 years. Highlights each year include the art exhibits (this year
with an Orbital theme), the cybertrade shows, the Webcam portals and
AVVY awards that are presented at the grand "costume party"
finale.
PANEL 2 - Noon to 1pm PST - 3pm to 4pm EST
- 8pm to 9pm GMT
"Learning Tools for Interactivity
& Dynamic Data Vizualization in Science Worlds"
Margaret Corbit, Cornell Theory Center, Cornell University
Dr. Cinzia Gandini, Medico Veterinario, Spec. Clinica dei Piccoli Animali
Virtual Location: Babel
Scientific
Vizualization in CHEMEET World
Dr. Cinzia Gandini, Medico Veterinario,
Spec. Clinica dei Piccoli Animali
The purpose of this project is to explore the application of 3D scientific
animations, various 3D plug-ins and web-based tools, in a 3D virtual environment.
This study presents preliminary findings about first year university students
approaching the new computer based technologies. Interests and capability
in taking advantage of the purposed tools through an Internet connection
are investigated. The final goal is to assess the real extent of use and
effectiveness achieved from the application of animated tutorials and
combined tools that imply both the use of the web and of a 3D classroom.
The project is also considering students' needs and expectations from
distance learning when a 3D environment is included
Dynamically
constructed virtual spaces - The "Loose Integration" Framework
Dr. Simeon J. Simoff, Faculty of Information Technology, University
of Technology Sydney
The rapid development of on-line learning environments places serious
problems in selecting the appropriate on-line learning environment.
Shifting from one environment to another is an expensive (in terms of
lecturer and student efforts) exercise. One solution to cope with this
problem is the loose integration approach - building the virtual environment
as a collection of several underlying technologies. This approach allows
to develop an open integrated environment which supports consistent
human computer interaction, uniting existing supporting technologies
at conceptual and interface level. Proposed framework is suitable for
developing customisable learning environments for subjects, which include
in their curriculum different computer mediated environments and different
modes of delivery.
The Challenge
of Data Visualization in Virtual Worlds
Margaret Corbit, Outreach/PR Manager, Cornell Theory Center
Science communication
benefits greatly from the use of multimedia. Researchers share information
in the form of charts and graphs, documentary images, and now in 3D
graphic files on a regular basis. The challenge is to allow the general
audience to explore and manipulate the same kind of information in fun
and interesting ways. This talk will introduce focal projects of the
Cornell Theory Center online outreach program, SciCentr, in particular
work with online virtual worlds for science in AWEDU, discuss means
of integrating our various media, and describe some of our upcoming
challenges.
PANEL 3 - 1pm to 2pm PST - 4pm to
5pm EST - 9pm to 10pm GMT
Peer-to-Peer Mentoring in Living Knowledge
Spaces
Chair, Bonnie DeVarco, VLearn3D, Media Tertia and the University of
California, Santa Cruz
Panelists: Andrew M Phelps &
Jeffrey Sonstein, Information Technology Dept. Rochester
Institute of Technology, Allan
Lundell and Marian Sun McNamee Co-founders, Virtual World Studios
Virtual Location: VLEARN
As learner-centered
and constructivist approaches to education affect both the traditional
and the online classroom, educators are beginning to take advantage of
online collaborative tools that supplement and support their students'
activities. These tools provide students with a space of their own where
they can learn from each other, comment on each other's work and ideas,
and better understand the thinking processes of their peers. Student motivation
and satisfaction is increased by their involvement with a larger network
of peers.
A 3D collaborative
environment can become more than a social commons area that allows students
to meet with each other and their support network. Because of its essential
characteristics, it can quickly become a dynamic "knowledge space"
where information is contextualized in numerous ways and contributed to
by the larger learning community. Since students have expertise of their
own to share with the rest of the community, the opportunity to help build
this environment and its content encourages more active participation
in their subjects. This panel will include educators and others who are
exploring the challenges and advantages presented by using these spaces
during the course cycle, from theory to practice.
MUPPETS : Multi-User
Programming Pedagogy for Enhancing Traditional Study
Andrew Phelps & Jeffrey Sonstein, Information Technology Dept.
Rochester Institute of Technology
Our experiences
in delivering coursework to students in the area of multimedia programming
have lead us to seek ways to enhance student involvement. Through capitalizing
on research in the areas of gaming and virtual community social psychology,
we plan to develop a Collaborative Virtual Environment (CVE). This CVE
will be aimed specifically at engaging upper-division students in the
education of lower-division students. We propose to build on existing
research and technical developments in the field to design and construct
a CVE and supporting infrastructure. This will be aimed at encouraging
and rewarding student engagement and peer knowledge-transmission.
Virtual Worlds
as Immersive Video Sets: Combining Online Virtual Worlds with Videographic
Storytelling
Allan Lundell and Marian Sun McNamee Co-founders, Virtual World Studios
By using readily
available blue screen compositing technology and digital video with
online virtual worlds and live action role-playing, it is possible to
create visually compelling video productions in real-time, broaching
any topic of interest, from geometry to zoology. Thanks to the variety
of online virtual worlds currently available, the set design of classroom
video productions is approaching the richness of the classic back lots
found at major motion picture studios. From ancient Roman amphitheaters
to Mars colonies of the future and underwater cities of today, there
are hundreds of virtual environments already made, just waiting for
the right video project to make use of them.
Using virtual environments
as digital video sets is becoming increasingly efficient and low cost.
It does, however, require the mastery of some basic desktop media skill
sets such as the use of a camcorder, portable blue screen, lighting,
Photoshop, Premiere, and audio editing software, like Sound Forge. Creating
a good script, and having some acting skills are also helpful for a
successful virtual world video. For the V-Learn3D conference, we have
created a proof-of-concept demo, using the above tools and a live 2nd
grade student in Amsterdam's Van Gogh Museum's Van Gogh world in AWedu.
This session will begin with a 3-minute Real
Video presentation.
Virtual Tours at VTOUR World
Informal virtual tours to more than a dozen education worlds in AWedu
will be held one hour prior to the conference (9am to 10am PST, noon to
1pm to 2pm EST and 5pm to 6pm GMT) and for one hour after the conference
(2pm to 3pm PST, 5pm to 6pm EST, and 10pm to 11pm GMT). Go to the VTour
world in AWedu or teleport directly from the Tour
Page here.
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