CESI Conference January 2002 St.Patrick's College

“It’s all in the game...” The development of educational applications for virtual reality gaming software

John Hopwood,Merseygrid, Liverpool

 

Abstract
The paper shows how the Merseygrid project in Liverpool has taken the best features of virtual reality gaming software to develop interactive and creative educational experiences that are currently being piloted with 120 primary and secondary schools in the Merseyside area and will discuss potential collaboration with teachers and schools in Dublin and elsewhere in Ireland. The challenge for learning in a digital age has been to provide the classroom learner with a high-tech learning environment that compares in quality with home gaming environments but is available on an educational budget. The paper examines the development of immersive and flat-screen Virtual Reality educational applications, the principles informing such software and the current use of collaborative learning software and networked VR in educational and heritage contexts.

Virtual Reality Gaming application software-origins
In the early 1990s a Leicester-based company called “Virtuality” set the standard for immersive virtual reality gaming environments, rapidly developing from what had been a university-based research project into a company with 120 employees and offices in Leicester, Japan and the USA. The founder members of the company, with design, flight simulation, Artificial Intelligence and astrophysics backgrounds, had hoped that the integrated VR system they had put together would be used in the fields of education, medicine or creative arts, but funding could only be obtained from the games industry who saw immersive headset-based VR as an exciting arcade game attractor.

Hollywood enthusiastically seized on the concept of virtual reality and made films like “Lawnmower Man” and “Disclosure”, showing lifelike animated VR worlds and detailed interactive interiors which could not at that time be produced within VR software, where high realism inevitably meant extremely limited interactivity and interaction meant low-resolution blocky images. Although game players enjoyed the ability to shoot, drive and role-play in 360 degree headset based environments, casual users thought that VR was over-hyped and the initial enthusiasm for the medium waned.

Cost was also a prohibitive factor, VR systems costing some £60,000 in 1991 and still £30,000 or so by 1995. In 1998 a company called Educality was set up by two founder members of Virtuality and a languages teacher to investigate the possibilities of using games quality software to produce educational and heritage applications for the software.

The Merseygrid Project-origins
Merseygrid is a Liverpool-based company which has emerged from a series of government and European regeneration initiatives to provide integrated ICT support on Merseyside and beyond .The ICL-supported initiative, Bristol on-line, was one of the prototype projects for what later became the National Grid for Learning in the UK and from 1996 onwards the Project leader supervised the Meon and Primary Step projects in Liverpool, initiatives which provide educational and community -based ICT initiatives to schools and other organisations across the Merseyside region. The project team consists of a mixture of IT specialists and technicians, sales and marketing people and teachers, whose specialist subject and pedagogical knowledge informs the software and support that are offered to schools. Currently there are about 150 schools signed up to Merseygrid, which offers them an integrated package of support, New Opportunities IT Training and assistance in implementing new technologies, such as interactive whiteboards, whole class story telling sessions using Flash animations and virtual reality.

VR for educational applications on Merseyside
In February 2000, Merseygrid started using Leicester-developed VR to provide immersive headset-based experiences for all school students in the project. The team decided they wanted cheap and easily accessible CD-Rom flat-screen VR and worked with colleagues in Leicester to develop a generic multi-purpose VR experience with a user-friendly Windows-based interface. The principles behind “Creative VR” and “Learning Rooms”, VR environments into which students can download their own images and sounds, were the result of long discussions between teachers and software developers. The software needed to be easy to use and not intimidating to students or teachers. Trials in schools showed that while students had no fears about using VR software or using headsets, teachers were ill at ease when faced with such technology and thus making it CD-based in the first phase would place the software in a domain with which most teachers were familiar.

In the development of the software the option for headset use is always there, though there are considerable cost implications. Tracked headsets of acceptable optical quality cost between £2,500 and £3,500. Merseygrid lend their headset out to their schools and set up special sessions for students to view their work in an immersive experience. The evolution of educational VR within the project was kept in mind from the beginning: the software allows linking to other VR projects made by other schools and organizations. The ability for an interior room displaying students’ work to be linked into an external environment, i.e. so students can leave their room via a door to an external square and enter other students’ environments, is important, allowing the concept of a virtual village containing shops, museums, galleries and curriculum-specific areas. Software had to be developed that minimized the need for downloads and complicated additional software, so software was designed to run from a minimum Pentium 2 specification with basic use via Windows accessories applications for sound recording and paint. Students learn ICT skills at the same time as learning and creating by the process of having to transform images into specified formats, recording or importing their own sounds, and presenting results to other students via a projector.

Current and future developments in educational and heritage virtual reality
Standalone and web-based
Merseygrid has worked with some 120 schools now using this new technology, who have used it for the following projects: creating a profile of each student’s successes that can be shown to teachers in their next school when they transfer schools; fashion projects where the students create galleries by decade, using pictures provided by their parents and scanned in; recording field trips for history and foreign language exchanges.

Future developments on Merseyside take in the following variations on the basic VR galleries. Another version of the virtual gallery has been developed which allows the learner to click on part of a picture to hear a sound, and also to open up a web browser. The implications for this are that people with reading difficulties, such as young children or adults with a phobia of using the internet can click on visualized icons or objects that lead them into the appropriate web-site without having been put off by the mass of urls and web addresses that appear in any search engine. The Museum world has been taken by the potential of VR software and Ross Parry, lecturer in new technologies in the Museum Studies Department of Leicester University, is working closely with educationalists to ensure that the museum and heritage worlds use the virtual to widen the public’s access to real exhibits. In his paper “Overcoming the Shock of the New-changing the agenda for digital learning”, Ross Parry writes, “For what the innovative work of Education City (now Semantise) is doing in its interactive, low-cost experiences for lifelong learners (what elsewhere has been called its ‘Knowledge Space’) is quite literally rethinking the space of the museum. The thought processes at the kernel of the creative networked virtual reality products that John Hopwood’s team are building, raise questions about the very essence of what museums are and what they are trying to do.” Ross Parry’s current E-Box project involves MA students from Leicester University creating interactive web-based teaching and learning materials for literacy and history Key Stages focused on objects from Leicester Museums, each site being linked through images in a CD-based virtual environment.

Networkable
Another important focus is on the development of software that enables students to store resources and to allow distant downloading of images and sounds, so that collaboration can take place. Such collaboration was first used in a project called the Electronic Village, funded by the DFEE and the Central Bureau for Educational Exchanges, where students were linked up using software called “FirstClass”, that allowed them to send to a server images, mails, text and sound files that their counterparts could download and place in CD-based virtual galleries. The” FirstClass” software has been customized into “Open-School.net” for the UK curriculum and is currently being used to enable a greater number of schools in the UK and abroad to be easily linked ahead of virtual reality collaboration. The ability to be a three- dimensional virtual reality actor within a VR experience has been developed so that students can meet each other via ISDN as virtual characters, interacting with each other within a realistic environment while talking to each other as they would using a telephone. A technology college, Range High School, near Southport, has commissioned a networked virtual reality suite, which will act as a development test bed for networked virtual reality and be a base for links out into other projects, such as a VR room displaying the archives of Liverpool Libraries, the Museum Studies E-box project, Ellesmere Port Educational Action Zone’s Boat Museum VR experience, the Virtual Chester web-site and many others.

Conclusion and call for collaboration
The development of gaming quality virtual environments for learning has been brought about by partnerships and collaboration, involving software specialists, educationalists and games industry practitioners. Merseygrid and its partners look forward to sharing expertise with educationalists and other interested parties in Ireland. Language learning environments for the Irish language, cultural and heritage links between Liverpool and Dublin, Liverpool and Cork, links between Wales and Ireland, can all be enhanced for learners by virtual environments which can encourage people to experience the real. Plans have been made for Arthouse, Temple Bar, Dublin to be the venue for a networked immersive virtual reality conference between Liverpool and Dublin in the Spring, the focus of which is provisionally a virtual exhibition to celebrate the work of Edward Chambre Hardman, photographer, born 1898 in FoxRock, County Dublin, died 1988 in Liverpool, which may serve as an appetizer for the more formal twinning arrangements later this year. Merseygrid have asked the author to extend an open invitation to colleagues in Ireland to collaborate on projects of common interest, whether in the schools, museums, lifelong learning sectors or any other in which the virtual environment or ‘knowledge space’ can be used to share experience and create real durable links through virtual first meetings. The game has become serious!

Bibliography and references:

DfEE (1997). Connecting the Learning Society: The Government’s Consultation Paper on the National Grid for Learning, U.K.: Department of Education and Employment.

DfEE (1998). Open for Learning, Open for Business: The Government’s National Grid for Learning Challenge, U.K.: Department of Education and Employment.

Mitchell, W. L. (1999). Moving the museum onto the Internet: The use of virtual environments in education about ancient Egypt. In J.A. Vince and R.A. Earnshaw, Virtual Worlds on the Internet. IEEE Computer Society Press, 263-278.

Parry, R (2001) Overcoming the Shock of the New, printed in The Biology Curator, Digital Learning Edition

Rowley, T (1993) Virtual Reality Products, in collection Virtual Reality Systems, Academic Press Ltd 1993

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