Advanced Teaching Technologies: Brave New World


After several false starts, 3D systems and next-generation teaching technologies are set to redefine education.

Brave New WorldMOST EDUCATORS WORK in brick buildings and the physical world, but Ed Dieterle prefers a virtual alternative. Dieterle is an advanced doctoral candidate and researcher at Harvard University (MA). His current focus is the River City Project, a multi-user virtual environment (MUVE) that’s similar in look and feel to The Sims, a popular online simulation game from Electronic Arts. If you were to “visit” River City, you’d discover that it is an interactive computer simulation of a river town, based in the late 1800s. But it’s more than that: The system combines digitalized Smithsonian artifacts with an inquiry-centered curriculum—all to engage middle and high school students. “The idea is that you ‘step through’ a computer screen and move into a virtual space,” says Dieterle. “You control an avatar. You’re participating and collaborating with other people. And you’re communicating with peers.”

Sound exciting? It is—and River City isn’t the only system of its kind. Across the globe, progressive universities are embracing any number of MUVEs, 3D environments, and “immersive” virtual reality tools. And within the next few months, several universities are expected to test socalled “telepresence” videoconferencing systems from Cisco Systems and other leading technology companies. By and large, these solutions promise to eliminate (or at least narrow) the digital divide, erase international borders, improve distance learning, enhance collaboration among administrators, and stimulate students’ imaginations. Tall order. The question is: Can they deliver?

How New Is New?

Brave New World

HIGH-TECH G'ES 19TH-CENTURY:
The River City Project combines digitized
Smithsonian artifacts with an engaging
multi-user virtual environment.

Though MUVEs and the like sound pretty cutting-edge, the fact of the matter is that virtual environments and 3D systems have been a work in progress since at least the early 1960s. Some historians believe the first computer game, programmed in 1962, paved the way for interactive learning (see “Technology Rewind: A Timeline,” page 33 of our magazine). Other pundits credit the New York Institute of Technology with blazing a trail to 3D computer animation tools: In 1974, the college launched its famed Computer Graphics Lab (NYIT CGL), after which the research group pioneered digital animation tools for more than a decade. NYIT CGL’s founders then went on to launch Pixar Animation Studios, creators of the first fully computer-animated movies.

Like most technologies, however, 3D systems, virtual reality, and immersive environments have suffered their share of setbacks. In the 1990s, many Silicon Valley entrepreneurs evangelized the power of virtual reality (VR). But most VR systems from that era were either too limited or too expensive for widespread deployment. Limitations in computer storage and bandwidth further impeded VR’s popularity at the time.

Even basic computer interfaces suffered throughout the 1990s. Bill Gates, for one, spoke frequently about “social interfaces,” wherein users would interact with characters on a computer screen in order to navigate basic applications, like memo writing or e-mail. But Microsoft’s first social interface, dubbed Microsoft Bob, was one of the worst-received products in the company’s history. Vocal critics claimed Bob consumed too much PC memory and power users considered it a “dumbed-down” user interface.



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