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       SESSION 
        ABSTRACTS 
        
        PANEL 1 - 10am to 11am PDT 
        Gaming and Virtual Learning Environments 
         
        Chair, Andrew Phelps, Rochester Institute of Technology 
        Daphne Economou, 
        Department of Computing and Mathematics, The Manchester Metropolitan University, 
        England 
        Virtual Location: VLearn 
       From Multi-Player 
        Dungeons to Educational Environments - Andrew Phelps 
        For most of human history, games have been invented and used to aid in 
        teaching concepts and abstractions, logical thinking and planning, memory 
        techniques and pattern recognition. Games provide a way to "make learning 
        fun" and to increase interactivity and therefore heighten awareness. Recently, 
        a new form of gaming has begun wide-spread use, the so-called "Multi-Player 
        Dungeon" or MUD. MUD's have been around for quite some time, and in fact 
        have been used to some degree in education, however only recently have 
        the technologies become available to represent a MUD as a persistent, 
        three-dimensional space complete with sound, embedded media, and avatar 
        representations. Additionally the technology is making these worlds available 
        on ever more ubiquitious hardware and network configurations. Already 
        these spaces are being used for commercial entertainment purposes with 
        great success, but educators around the world are now taking a very serious 
        look at these worlds as teaching tools. What are the pedegogical and social 
        issues involved with using these worlds as learning centers? Can the virtual 
        classroom replace the physical? Are there specific technological requirements 
        to overcome when using these spaces? This discussion will include review 
        of worlds previously used for on-line learning and a look at what the 
        next generation of worlds may offer  
      Building 
        design guidelines for the use of virtual actors in CVEs for learning based 
        on user and application needs - Daphne Economou 
        Daphne will discuss the methodology developed for requirements gathering 
        related to the use of Virtual Actors in Collaborative Virtual Environments 
        (CVEs) for learning. The methodological approach involves the development 
        of a series of learning environments of increased sophistication, in three 
        main phases described below. These were observed in use by parents, children 
        and teachers. The focus of study is on the interactivity and social communication 
        issues that arise in the learning situation. The research uses as a case 
        study the work of the Manchester Museum Education Service with children 
        at Key Stage Level 2 (9-11 years old) of the National Curriculum. The 
        particular learning situation is based on senet, an ancient Egyptian board 
        game from the Museum's collection of artefacts from the pyramid builders' 
        town of Kahun. Results based on observations with real users. The first 
        phase formed a 2D single display groupware system where interactions took 
        place face-to-face in the 'real-world' (external to the CVE). The second 
        phase was a conventional 2D multi-user groupware environment in which 
        the users were remotely located and interactions were internal to the 
        CVE. Observations of these two phases formed design guidelines that shaped 
        the third phase of the study. This was build on the Deva CVE system, a 
        3D multi-user groupware environment in which the users are remotely located 
        and interaction are internal to the environment.  
        
        PANEL 2 - 11am to Noon PDT  
        Multi-Cultures/Multi-Schools - Intercultural 
        Communication in Virtual Worlds  
        Chair, Beatrice Ligorio, Katholieke University of Nijmegen, Netherlands 
         
        Chris Corsbie, Universidad Americana in Asuncion, Paraguay 
        Virtual Location: EUROLAND  
      Euroland: a cross-national 
        European community - M.B. Ligorio  
        Euroland (http://www.garamond.it/euroland) 
        is a virtual Italian-Dutch community. Some ideas have been used to foster 
        collaborative learning and communication:a) Strong theoretical guidance: 
        the project design and implementation is based on the idea of building 
        a community of learners and practice; b) Genuine interdependency: students 
        were forced to take the partners' point of view by building 3D houses 
        containing cultural information about the other country; c) Attention 
        to the partner perception: some moments and activities were specifically 
        addressed at making conscious the perception of the distance partners; 
        d) Tutoring on line to improve the communication: the efficacy of communication 
        is considered important to overcome cultural differences. Different 
        collaboration strategies and several communication tools (http://pluk.wau.nl/Euroland/SharedFolder/Communication_Formats.doc) 
        are needed. To improve cross-national communities into virtual worlds 
        it is suggested to have: a) Cognitive Avatars: Avatars able to express 
        thoughts aimed at improving the communication, such as "I did not understand", 
        "I have an idea", "I need more information"; b) Emphasise visual communication: 
        a large part of the communication goes through not verbal communication. 
        Specific 3D objects could be designed for this purpose; c) Tutor's training: 
        tutorship can be improved by specific chat analysis and selecting example 
        of good practices; d) Atomised translations: short translation can be 
        provided to the students when speaking different languages by supplying 
        translation systems.  
      Avatar Worlds for 
        Foreign Language Education  - Chris Corsbie 
        This presentation will 
        a brief survey and discussion of some issues involved in using avatar 
        worlds and other immersive environments for the purpose of foreign language 
        education. Topics that will be presented will be a brief report on an 
        informal case study conducted by Adriana Vilela of Columbia University 
        and Chris Corsbie of the University of Texas at Austin and two groups 
        of foreign language students, a group of Spanish as a Foreign Language 
        students from James Bowie High School in Austin, Texas and a group of 
        students of English as a Foreign Language at the Windlands Academy in 
        Patagonia, Argentina. Some subjects that will be addressed include the 
        suitability of avatar worlds for providing rich extra-linguistic context 
        to assist in foreign language learning, the relative desirability of text 
        based chat and audio chat for language learning, and the logistical and 
        technical challenges facing foreign language educators and students who 
        wish to take advantage of these types of language learning environments. 
        Input will be solicited from the audience about what would characterize 
        an ideal language learning environments in an avatar context. All members 
        of the audience are invited to contact the researcher, Chris Corsbie, 
        about participating in some exploratory case studies, especially if they 
        are studying Spanish as a foreign language.  
       
        
        PANEL 3 - Noon to 1pm PDT 
        MUDs MOOs and 3D MUVES - Case Studies 
        and Collaboratory Exemplars  
        Chair, Kevin Ruess, George Mason University  
        Mark Schlager & Judi Fusco, TAPPEDIN, SRI International  
        Vernon Reed, Sapient, Inc. University of Texas, Austin 
        Dr. David Gill, Watson School of Education, University of North Carolina 
        at Wilmington  
        Virtual Location: BABEL 
      The MUVEsim Experiment - Kevin Ruess 
      The MUVEsim experiment 
        studied whether people could gain understanding of and empathy for cultural 
        Others (people of different cultural/ethnic identity) by experiencing 
        cultural Otherness virtually. The design used experiential learning theory 
        (a role-play simulation) as a pedagogical framework, with the simulation 
        portion consisting of a job-interview within a MOO. The experiment also 
        used e-mail and a discussion list. Participants played either personas 
        of their own culture, cultural Others, or were "cultural informants" to 
        those playing cultural Others. Roles were not disclosed to other role-players 
        until debriefing. The simulation framework was generally effective, though 
        learning varied among participants. 
      Pushing the Limits: Cyberspace at the ACTLab 
        - Vernon Reed 
        During 1997-1998 the Advanced Communication Technologies Laboratory (ACTLab), 
        U of Texas, hosted a 3D virtual world, Utopia, on the Traveler platform. 
        We ran this world as a rule-free, unmoderated zone, to see what kinds 
        of behaviors would manifest. Ultimately, we shut down the world, due to 
        the selfish and malicious behavior of a few users. Additionally, we created 
        another VRML world, LegionWorld, running on the Sony CommunityPlace platform. 
        This world was designed to instantiate the concept of distributed identity 
        in cyberspace, and it provided some interesting insights into embodiment 
        and subjectivity.  
      Online Learning in the Virtual School of 
        Education - Dr. David Gill 
        The VSE, Virtual School of Education (on world DrGill), is home to a pilot 
        program in online learning. The VSE was created in an attempt to blend 
        aspects of distance education with modes of learning that generally can 
        only be found in the classroom. The VSE acts as a virtual meeting place 
        for classroom discussion, as well as a physical space for posting web-based 
        lessons which use the Eduprise tool set, a third party application. In 
        time, the VSE will house several online and ‘blended’ university classes, 
        as well as meeting and gathering spaces for partnership programs. 
      Establishing an On-line Community of Education 
        Professionals - Judith Fusco 
        TAPPED IN, is an online community of about 7500 
        educators. As Community Director of TAPPED IN for the past three years, 
        Judi will share the knowledge-building issues and findings that have emerged 
        in this work. Questions that it has raised are: what form of governance 
        and facilities are needed to support cooperation and group work; how can 
        people with similar interests find one another; how are the benefits and 
        costs of the system shared equitably; and how to foster cooperation and 
        trust. 
         
          
        PANEL 4 - 1pm to 2pm PDT 
        Science Education in Collaborative Virtual 
        Environments (CVE's) - Science Museums, Ecoworlds and 3D GIS 
        Chair, Margaret Corbit, Cornell 
        Theory Center, Cornell University 
        Omar Khan, Cornell University 
        Dr. Cinzia Gandini, Medico Veterinario, Spec. Clinica dei Piccoli Animali 
         
        Greg Steltenpohl, LifeLearn Davenport, Chaordic Alliance  
        Chad Rooney & Patrick McKercher, University of California, Santa Cruz 
        Virtual Location: SCICENTR  
      Introduction - 
        Margaret Corbit 
        Online virtual worlds provide a unique system for interfacing with information 
        and with simulations online. In addition to the visual 3D environment, 
        they allow for social interaction among the users of a particular space. 
        We will present several different approaches to developing science worlds 
        ranging from virtual hands-on informal science simulation exhibit to classroom 
        environments for teaching environmental science.  
      Vetunimi: 
        Medical Education in a Virtual World A Preliminary Investigation 
        - Cinzia Gandini  
        The Vetunimi project explores the effectiveness of the Active Worlds Technology 
        and its impact on the veterinary medical field as a new technological 
        approach to information and education. This study is focused on the evaluation 
        of significant and innovative features (3D object building, modeling, 
        object actions and bots) to achieve a powerful educational Virtual Environment 
        (VE). The resulting interests, contacts and collaborative work arising 
        from this VE are evaluated over a period of one year. The most relevant 
        characteristic of the Active Worlds Technology is its unique online programming 
        environment. This allows rapid changes to be made to the VE giving great 
        flexibility in presenting information and providing support. Ongoing work 
        includes: the support of isolated areas, the conservation of regional 
        (agricultural and breeding) traditions and the need for a reference point 
        to achieve a homogeneous cultural development. This study emphasizes the 
        presence of an ancillary support inside the VE based on real people, to 
        facilitate user communication. These preliminary results seem to be very 
        encouraging and a further investigation is in progress.  
      SciCentr - Informal Science Education in a Virtual World
      - Omar Khan  
Omar will discuss the development cycle and unique potential of virtual hands-on science simulation exhibits as they relate to three exhibits in SciCentr:
Fourier Fountain: A multiuser, "singing" fountain that will serve as a focal landscape for an area that presents exhibits on wave science. 
Gene House: A multiuser exhibit where elementary plant genetics is explored through simulated cross-breeding of plants.
GridBot: A bot that generates explorable exhibits in Virtual Worlds.  These exhibits are surfaces that are geometric interpretations of data sets, interpretations that can be explored and analyzed by users in the Virtual Environment.  
      ECollegE - Development and Pedagogy in an 
        Envrinmental CVE - Patrick McKercher and Chad Rooney 
        Many educators intuitively and from experience know that hands-on learning 
        can be very powerful, but we often lack the theory and pedagogy to convince 
        traditional colleagues, administrators, and funding agencies. Patrick 
        will offer a quick overview of such pedagogical foundations and point 
        out sources for further investigation. Patrick McKercher and Chad Rooney 
        will discuss the design and development of eCollegE, an immersive environmental 
        world created to serve as a bridge to the public schools. They will discuss 
        pitfalls to be avoided, as well as the potential for educational virtual 
        worlds. 
         
          
        2pm to 3pm PDT, 5pm to 6pm EST 
        Vlearn3D SPECIAL KEYNOTE Panel 
         Cyberforum@ArtCenter Fall 2000 
         Avatecture: 
        Merging Physical and Virtual Spaces 
        Chair, Mike Heim, Art Center College of Design 
        A special kick-off for Cyberforum@ArtCenter Fall 2000 
        Guests To Be Announced 
        Virtual Location: ACCD 
       Avatecture is the interplay of physical and 
        avatar structures. What is the current state of avatecture? Do virtual 
        worlds inform physical life? Are physical structures becoming interactive 
        installations? Can physical structures morph into virtual realities that 
        generate online avatar communities? Is the avatar world separate, parallel, 
        or tangential to the physical world? Through topic nodes and ritual movement, 
        this panel, led by Mike Heim in ACCD world, will explore the new modes 
        of construction and discuss the future of the 3D Net. This panel will 
        continue in a parallel universe, Active Worlds, on October 15 as part 
        of Avatars 2000.  
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