How Much Reality Does Simulation Need?
        
        
        
         Today's students are immersed in a world of images that draw them into multi-sensory 
  experiences. These are often provided by various entertainment genres, from 
  video games (individual or multi-user) to movies. Young people and old find 
  the engagement compelling, which has lead to the burgeoning gaming industry 
  and laments from the English faculty about the deterioration of linear narrative.
Today's students are immersed in a world of images that draw them into multi-sensory 
  experiences. These are often provided by various entertainment genres, from 
  video games (individual or multi-user) to movies. Young people and old find 
  the engagement compelling, which has lead to the burgeoning gaming industry 
  and laments from the English faculty about the deterioration of linear narrative. 
Developments in computer graphics have brought a new realism to video games, 
  movies, and simulations. Blending reality with a suspension of physical constraints 
  made possible by computer simulation has given rise to characters such as Spiderman, 
  who swings by a thread through the canyons of Manhattan. We perceive that experience 
  unfolding as "real." Now, while we certainly remember these scenes from the 
  cinema, if the same computational power were applied to learning would the impact 
  be as powerful? 
Chris Dede at Harvard has been studying the impact of adding multi-sensory 
  perceptual information to aid students struggling to understand complex scientific 
  models. He and his colleagues have built virtual environments such as NewtonWorld 
  and MaxwellWorld to test how they affect learning. Providing experiences that 
  leverage human pattern recognition capabilities in three-dimensional space (e.g., 
  shifting among various frames-of-reference and points-of-view) also extends 
  the perceptual nature of visualization.
Their work has concentrated on middle school students who have not scored well 
  on standardized tests of scientific understanding. Among the questions they 
  are investigating is what the motivational impact that graphical multi-user 
  simulation environments have on learning. These environments include some or 
  all of the following characteristics: 3-D representations; multiple perspectives 
  and frames-of-reference; multi-modal interface; simultaneous visual, auditory, 
  and haptic feedback; and interactive experiences unavailable in the real world 
  such as seeing through objects, flying like Superman, and teleporting.
What have they found? With careful design, the characteristics of multi-dimensional 
  virtual environments can interact to create a deep sense of motivation and concentration, 
  thus helping students to master complex, abstract material.
This might suggest that the more realistic the virtual environment becomes 
  the better the learning. Maybe. Of course, these technology-infused approaches 
  to learning are the modern day version of John Dewey's assertion that students 
  learn by doing. Translated into today's computer-enhanced learning environment, 
  the rich perceptual cues and multi-modal feedback (e.g., visual, auditory, and 
  haptic) that are provided to students in virtual environments enable an easier 
  transfer of simulation-based training to real-world skills (Dede, C., Salzman, 
  M.C.; Loftin, R. B.; and Sprague, D., 1999).
The situation is, in the words of the famous "8-ball" predictor of the future, 
  "decidedly mixed," however. In the mid-1990s several studies found that guidance 
  was critical in deriving the greatest value in simulation exercises.
When students 
  in a graphically rich multi-sensory learning activity do not know how to complete 
  a given task, the learning process can get bogged down as the students search 
  for some method of completing it (Hill & Johnson, 1995). If they do not have 
  a clear understanding of the tasks they are being taught and asked to learn, 
  they may perform them erroneously without realizing it, and thus learn the task 
  incorrectly. Furthermore, the students might acquire incorrect models of the 
  systems with which they are interacting (Self, 1995).
What to do? One approach is to support collaborative learning, in which groups 
  of students work together within the virtual environment. Having students work 
  together is frequently an effective way to enhance learning. However, a group 
  of students who are equally unfamiliar with the concept being taught duplicate 
  and reinforce each other's mistakes. Students who rely too much on the assistance 
  of their colleagues may excessively interrupt and divert their attention, and 
  slow the progress of the group. 
Another approach is to have intelligent software agents that provide guided 
  assistance to the student. This has been done in training for complex machinery, 
  where a virtual autonomous agent demonstrates tasks, offers advice, and answers 
  questions (Rickel, Stiles, and Munro, 1998).
Increasing the realism of graphically rich virtual environments, however, may 
  not always translate to better learning. Developers of flight control environments 
  have found that pilots are flooded with data. The information they need to fly 
  their planes, however, is only a select subset of the information available. 
  In fact, learning complex flight maneuvers may be impeded by the distractions 
  of simulated reality and accelerated if only relevant information is provided, 
  with the rest filtered out. 
When training operators to remotely operate unmanned air vehicles (UAVS), researchers 
  looked at the effects of the level of automation on the number of simulated 
  remotely operated vehicles that could be successfully controlled by a single 
  operator (Ruff H.A., Narayanan S., and Draper M.H., 2002). Their findings revealed 
  that as the number of remote vehicles increased, the operator's ability to pilot 
  the drones decreased when they flew them manually. 
However, if the autonomous controls made the flight decisions, and the controllers 
  had only to correct the automated choices, they reported both higher levels 
  of stress and performed poorly. Having the UAV autonomously make flight decisions, 
  but requiring the operator to confirm the decision before they were made resulted 
  in the highest performance. Apparently giving the operators selected tasks, 
  but automating major parts of a complex activity lead to maximum performance. 
Creating simulations with life-like realism is increasingly possible with computers 
  growing in power every few months. Like many things with technology, just because 
  we can do something may not mean we should. But there is one thing we could 
  do to augment the multi-user virtual environment. We could add 
 a teacher! 
MacWorld
  Apple introduced two new laptops at MacWorld, one aimed at filling the conspicuous 
  absence in the lightweight portables (4.6 lbs) and one bringing to laptops an 
  enormous 17-inch screen. Apple used the Austin Powers Mini Me character (Verne 
  Troyer) and Yao Ming, the 7-foot center for the Houston Rockets to debut the 
  new laptops side-by-side (www.apple.com/hardware/ video). The new laptops add 
  some nice ergonomic featureslight-sensitive key illuminationwith a bold bet 
  on the direction for wireless (802.11g built-in, skipping 802.11a altogether). 
More surprising was Apple's entrance into the browser arena with Safari. Optimized 
  to run on Jaguar (Mac OS X 10.2x) Safari offers some new features. It can read 
  a Web page aloud or automatically generate a summary of a recently viewed page. 
  But the primary claim to fame from Safari is speed. Based on the open source 
  Konqueror browser engine, a part of the K Desktop Environment, a graphical user 
  interface that runs on Linux and Unix systems, Safari is leaner (smaller source 
  code) and faster (both in start up and page loads) than anything yet introduced, 
  at least according to Apple.
These are well-engineered and sophisticated laptops. Whether they are too little 
  too late is the question for Apple. Some financial analysts appear to be non-plussed. 
  The day of MacWorld, Merrill Lynch issued a sell recommendation. Almost simultaneously 
  Prudential Financial issued a "hold" rating on Apple Computer. Looks 
  like Wall St. is just as uncertain by the future of Apple as the rest of us. 
  Sometimes the "8-ball" says, "Outlook cloudy, try again later." 
  
  
   
    | References Dede, Chris; Salzman, Marilyn C.; Loftin, R. Bowen; and Sprague, Debra. 
        "Multisensory Immersion as a Modeling Environment for Learning Complex 
        Scientific Concepts," in Nancy Roberts, Wallace Feurzeig, and Beverly 
        Hunter, Computer Modeling and Simulation in Science Education, 
        Springer-Verlag; 1999. 
       Hill, R. W., and Johnson, W. L. (1995). Situated Plan Attribution, Journal 
        of Artificial Intelligence in Education, 6(1), 35-67. Rickel, J, Stiles, R., and Munro A. (1998). "Integrating Pedagogical 
        Agents into Virtual Environments." Presence-Teleoperators and Virtual 
        Environments, 7(6), 523-546. Ruff HA, Narayanan S, Draper MH. (2002). "Human interaction with levels 
        of automation and decision-aid fidelity in the supervisory control of 
        multiple simulated unmanned air vehicles." Presence-Teleoperators and 
        Virtual Environments,11(4): 335-351 Self, J. (1995). The ebb and flow of student modeling: Proceedings 
        of the International Conference on Computers in Education (ICCE '95), 
        40-40h.
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