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104
Defining Virtual Reality: Dimensions Determining Telepresence
- JOURNAL OF COMMUNICATION
, 1992
"... Virtual reality (VR) is typically defined in terms of technological hardware. This paper attempts to cast a new, variable-based definition of virtual reality that can be used to classify virtual reality in relation to other media. The defintion of virtual reality is based on concepts of "presence" a ..."
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Cited by 211 (0 self)
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Virtual reality (VR) is typically defined in terms of technological hardware. This paper attempts to cast a new, variable-based definition of virtual reality that can be used to classify virtual reality in relation to other media. The defintion of virtual reality is based on concepts of "presence" and "telepresence," which refer to the sense of being in an environment, generated by natural or mediated means, respectively. Two technological dimensions that contribute to telepresence, vividness and interactivity, are discussed. A variety of media are classified according to these dimensions. Suggestions are made for the application of the new definition of virtual reality within the field of communication research.
Machines and mindlessness: Social responses to computers
- Journal of Social Issues
, 2000
"... Following Langer (1992), this article reviews a series of experimental studies that demonstrate that individuals mindlessly apply social rules and expectations to computers. The first set of studies illustrates how individuals overuse human social categories, applying gender stereotypes to computers ..."
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Cited by 80 (4 self)
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Following Langer (1992), this article reviews a series of experimental studies that demonstrate that individuals mindlessly apply social rules and expectations to computers. The first set of studies illustrates how individuals overuse human social categories, applying gender stereotypes to computers and ethnically identifying with computer agents. The second set demonstrates that people exhibit overlearned social behaviors such as politeness and reciprocity toward computers. In the third set of studies, premature cognitive commitments are demonstrated: A specialist television set is perceived as providing better content than a generalist television set. A final series of studies demonstrates the depth of social responses with respect to computer “personality. ” Alternative explanations for these findings, such as anthropomorphism and intentional social responses, cannot explain the results. We conclude with an agenda for future research. Computer users approach the personal computer in many different ways. Experienced word processors move smoothly from keyboard to mouse to menu, mixing prose and commands to the computer automatically; the distinction between the hand and the tool blurs (Heidegger, 1977; Winograd & Flores, 1987). Novices cautiously strike each key, fearing that one false move will initiate an uncontrollable series of unwanted events. Game players view computers as *Correspondence concerning this article should be addressed to Clifford Nass, Department of
MOOSE Crossing: Construction, Community, and Learning in a Networked Virtual World for Kids
, 1997
"... In research about the Internet, too much attention is paid to its ability to provide access to information. This thesis argues that the Internet can be used not just as a conduit for information, but as a context for learning through community-supported collaborative construction. A "constructionist ..."
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Cited by 79 (9 self)
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In research about the Internet, too much attention is paid to its ability to provide access to information. This thesis argues that the Internet can be used not just as a conduit for information, but as a context for learning through community-supported collaborative construction. A "constructionist" approach to use of the Internet makes particularly good use of its educational potential. The Internet provides opportunities to move beyond the creation of constructionist tools and activities to the creation of "constructionist cultures." These issues are explored through a specific example: MOOSE Crossing, a text-based virtual world (or "MUD") designed to be a constructionist learning environment for children ages 8 to 13. On MOOSE Crossing, children have constructed a virtual world together, making new places, objects, and creatures. Kids have made baby penguins that respond differently to five kinds of food, fortune tellers who predict the future, and the place at the end of the rainbow--- answer a riddle, and you get the pot of gold. This thesis discusses the design principles underlying a new programming language (MOOSE) and client interface (MacMOOSE) designed to make it easier for children to learn to program on MOOSE Crossing. It presents a detailed analysis, using an ethnographic methodology, of children's activities and learning experiences on MOOSE Crossing, with special focus on seven children who participated in a weekly after-school program from October 1995 through February 1997. In its analysis of children's activities, this thesis explores the relationship between construction and community. It describes how the MOOSE Crossing children motivated and supported one another's learning experiences: community provided support for learning through design and...
Beyond black boxes: Bringing transparency and aesthetics back to scientific investigation
- JOURNAL OF THE LEARNING SCIENCES
, 2000
"... We present a set of case studies in which students create, customize, and personalize their own scientific instruments – and thus become engaged in scientific inquiry not only through observing and measuring but also through designing and building. While computational technologies have, in general, ..."
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Cited by 57 (12 self)
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We present a set of case studies in which students create, customize, and personalize their own scientific instruments – and thus become engaged in scientific inquiry not only through observing and measuring but also through designing and building. While computational technologies have, in general, contributed to making today’s scientific instruments more “opaque ” (that is, less understandable) and less aesthetically-pleasing than their predecessors, we argue that these same technologies can be used to bring back a sense of transparency and aesthetics to the design of scientific instruments. We analyze how students, by building their own scientific instruments, can: pursue a broader range of scientific investigations of their own choosing, feel a stronger sense of personal investment in their scientific investigations, and develop deeper critical capacities in evaluating scientific measurements and knowledge.
The Evolution of Constructivist Learning Environments
- Educational Technology
, 1995
"... and is on the core advisory faculty of GMU's Institute for Public Policy. His professional service centers on organizational redesign for increased effectiveness based on sophisticated technologies. His research interests span technology forecasting and assessment, artificial intelligence, virtual r ..."
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Cited by 35 (5 self)
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and is on the core advisory faculty of GMU's Institute for Public Policy. His professional service centers on organizational redesign for increased effectiveness based on sophisticated technologies. His research interests span technology forecasting and assessment, artificial intelligence, virtual reality, and strategic planning. To date, uses of information technology to enhance constructivist learning environments have centered on creating computational tools and virtual representations that students can manipulate. For example, many of the articles in this Educational Technology issue describe information technology instantiations of Perkins ' (1991) classification of constructivist paraphernalia: information banks, symbol pads, construction kits, phenomenaria, and task managers. As learners interpret experience to refine their mental models, computational tools that complement human memory and intelligence are made available. In parallel, transitional symbols (Papert, 1988; Fosnot, 1992). Thus, technology-enhanced constructivist learning currently focuses on how representations and applications can mediate interactions among learners and natural or social phenomena.
Why are There so Few Female Computer Scientists?
- MIT Artificial Intelligence Laboratory
, 1992
"... Women pursue education and careers in computer science far less frequently than men do. In 1990, only 13% of PhDs in computer science went to women, and only 7.8% of computer science professors were female. Additionally, the percentage of female computer science students appears to be increasing at ..."
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Cited by 31 (0 self)
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Women pursue education and careers in computer science far less frequently than men do. In 1990, only 13% of PhDs in computer science went to women, and only 7.8% of computer science professors were female. Additionally, the percentage of female computer science students appears to be increasing at only a slow rate or even decreasing. Apart from ethical concerns at women's lack of participation in computer science, the demographics of the country are such that the United States will not have enough engineers and scientists unless underrepresented groups increase their participation. This report examines the influences against a woman's pursuing a career in a technical field, particularly computer science. Such factors include the different ways in which boys and girls are raised, the stereotypes of female engineers, subtle biases that females face, problems resulting from working in predominantly male environments, and sexual biases in language. Finally, I discuss effective and ineffec...
Emerging Technologies and Distributed Learning
, 1996
"... The development of high performance computing and communications is creating new media, such as the WorldWide Web and virtual realities. In turn, these new media enable new types of messages and experiences; for example, interpersonal interactions across network channels lead to the formation of vir ..."
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Cited by 27 (4 self)
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The development of high performance computing and communications is creating new media, such as the WorldWide Web and virtual realities. In turn, these new media enable new types of messages and experiences; for example, interpersonal interactions across network channels lead to the formation of virtual communities. The innovative kinds of pedagogy empowered by these emerging media, messages, and experiences make possible an evolution of synchronous, group, presentation-centered forms of distance education—which replicate traditional “teaching by telling ” across barriers of distance and time—into an alternative instructional paradigm: distributed learning. In particular, advances in computer-supported collaborative learning, multimedia/hypermedia, and experiential simulation offer the potential to create shared “learning-through-doing environments ” available anyplace, any time, on demand. This article speculates about how emerging technologies may reshape both face-to-face and distance education. Its purpose is to delineate a three-part conceptual framework (knowledge webs, virtual communities, and shared synthetic environments) for understanding the new types of instructional messages that enable distributed learning. Although this study cites leading edge scholarship to reinforce its claims, it is a position/discussion piece rather than
Challenging the Computational Metaphor: Implications for How We Think
, 1999
"... This paper explores the role of the traditional computational metaphor in our thinking as computer scientists, its influence on epistemological styles, and its implications for our understanding of cognition. It proposes to replace the conventional metaphor --- a sequence of steps --- with the notio ..."
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Cited by 27 (2 self)
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This paper explores the role of the traditional computational metaphor in our thinking as computer scientists, its influence on epistemological styles, and its implications for our understanding of cognition. It proposes to replace the conventional metaphor --- a sequence of steps --- with the notion of a community of interacting entities, and examines the ramifications of such a shift on these various ways in which we think.
Virtual Professional Community: Results from the MediaMOO Project
, 1993
"... MediaMOO is a text-based, networked, virtual reality environment designed to enhance professional community among media researchers. This paper analyzes experience with the system to date and highlights the value of Constructionist principles to virtual reality design. Virtual Professional Community ..."
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Cited by 22 (2 self)
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MediaMOO is a text-based, networked, virtual reality environment designed to enhance professional community among media researchers. This paper analyzes experience with the system to date and highlights the value of Constructionist principles to virtual reality design. Virtual Professional Community Once or twice a year we stand with name badges sipping coffee in a corridor, exchange ideas over expense-accounted lunches, and maybe attend a few talks. Friendships are made and projects hatched. Then it's back home to file for expenses, perhaps write a trip report, and get back to "real work" and relative isolation. MediaMOO is a text-based, networked, virtual reality environment designed to extend the type of casual collaboration which occurs at conferences to a daily activity. 2 Visitors to a conference share not just a set of interests, but also a place and a set of activities. Interaction is generated as much by the latter two as the former: Person A: Can you tell me how to get to...
"We Have Never-Forgetful Flowers In Our Garden:" Girls' Responses To Electronic Games
, 1994
"... Electronic Games for Education in Math and Science (E-GEMS) is a large-scale research project designed to increase the proportion of children who enjoy learning and mastering mathematical concepts through the use of electronic games. This paper describes one piece of research that examines how girls ..."
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Cited by 21 (6 self)
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Electronic Games for Education in Math and Science (E-GEMS) is a large-scale research project designed to increase the proportion of children who enjoy learning and mastering mathematical concepts through the use of electronic games. This paper describes one piece of research that examines how girls interact within an electronic games environment. Three interrelated questions are addressed in this paper: What interest do girls show in electronic games when the games are presented in an informal learning environment? How do girls play and watch others play? How does the presence of others in the immediate vicinity influence the ways that girls play? The research described was conducted at an interactive science museum, Science World BC, during the summer of 1993. Children were observed while they played with various electronic games, both video and computer. In addition, interviews were conducted with the children and timed samplings were recorded. Our observations and interviews show t...

