CyberMath: A System for Exploring Open Issues
in VR-based Education
Gustav Taxén
Ambjörn Naeve
Center for user-oriented IT design
The Royal Institute of Technology
Lindstedtsvägen 5
S-100 44 Stockholm, Sweden
+46 8 790 92 77
[gustavt | amb]@nada.kth.se
ABSTRACT
Virtual Reality (VR) has been shown to be an effective way
of teaching difficult concepts to students. However, a
number of important questions related to immersion,
collaboration and realism remain to be answered before
truly efficient virtual learning environments can be
designed. We present CyberMath, an avatar-based shared
virtual environment for mathematics education that allows
further study of these issues. In addition, CyberMath is
easily integrated into school environments and can be used
to teach a wide range of mathematical subjects.
Figure 1. A CyberMath exhibition on focal surfaces.
INTRODUCTION
Virtual Reality systems have the potential to allow
students to discover and experience objects and phenomena
in ways that they cannot do in real life. Since the early 90s,
a large number of educational VR applications have been
developed. These include tools for teaching students about
physics [6], algebra [1], color science [16], cultural heritage
objects [17] and the greenhouse effect [10].
There is convincing evidence that students can learn from
educational VR systems [19]. However, a number of
unresolved issues regarding the efficiency of such systems
still remain. These include:
Immersive vs. non-immersive VR. Several different
authors have shown that immersive VR, where the user is
in a CAVE or wears a head-mounted display, can be more
efficient for learning than monitor-based desktop VR [4].
However, current immersive VR systems are expensive,
fragile, and can be cumbersome to use. These drawbacks
make them hard to integrate into school environments. On
the other hand, desktop VR systems can often run on
standard PC hardware, equipment that is increasingly
common in classrooms today. Also, students using
desktop VR systems are less likely to experience motion
sickness and fatigue, factors that are known to inhibit
learning [7]. It is unclear whether the advantages of desktop
VR systems can make up for their lack of immersion.
Collaboration in educational VR systems. A number of
different initial studies suggest that collaboration between
students in virtual environments have a positive effect on
learning [10][14][2][12]. However, little is known about
how the presence of a teacher influences learning in VR
applications. It is likely that students will benefit from
teacher guidance, but it is also possible that a system that
allows the teacher to take a more active role within the
virtual environment would have a positive effect.
Avatar-based multi-user virtual environments often induce
the formation of user communities. The increased level of
anonymity and “safety” in such communities may
encourage users that usually avoid experiential learning
situations to participate in educational activities [5].
However, it can be more difficult to avoid digression in
discussions when the participants are anonymous than
when they are known to each other [11]. There are few
available guidelines for handling large-scale participation in
educational VR systems.
Visual realism in educational VR systems. A number of
different studies have shown that visual realism in VR
applications must be used with care [18]. It is not certain
that an increased level of realism will improve learning
since it may distract a student from focusing on the key
concepts that is to be learned. However, the motivational
value of excessive visual realism is very high, something
that the motion picture and computer games industries have
been taking advantage of for decades. How to use realism
in order to highlight key relations and concepts in
educational VR applications is still an open question.
This paper presents CyberMath, a system in which all of
these issues can be explored. To our knowledge, no
previous educational VR system has all the features
necessary for such studies. In addition, CyberMath is built
to support the teaching of many mathematical subjects,
ranging from elementary school content to post-graduate
content. Our system also supports a variety of teaching
styles, including teacher lecturing and student-initiated
exploration.
SYSTEM
DESCRIPTION
CyberMath is a shared virtual environment that is built on
top of DIVE [3]. DIVE has the ability to display interactive
three-dimensional graphics as well as to distribute live
audio between standard desktop PCs. It also supports a
number of other hardware configurations, ranging from
head-mounted displays to CAVE environments. It is
possible to allow different users to access the same virtual
environment from workstations with different hardware
configurations. These features make it easy to integrate
DIVE applications in schools and also allow us to study
how different levels of immersion influence the learning
process.
Many students have considerable difficulty appreciating the
relevance of mathematics. We believe that an informal and
fun milieu aids in motivating such students and also
encourages the formation of user communities. Therefore,
we have chosen to build CyberMath as an exploratorium
that contains a number of exhibition areas (figure 1). This
allows teachers to guide students through the exhibitions
but students can also visit CyberMath at their leisure, alone
or together with others. For additional flexibility, we have
added a lecture hall where standard PowerPoint
presentations can be shown. Furthermore, since DIVE can
distribute information across multiple local area networks,
users from different physical locations can visit the
exploratorium simultaneously.
The way users control their avatars in CyberMath is similar
to many popular computer games. Since many students are
familiar with these games, our hope is that this will
shorten the time required to master the controls.
When a user points to an object in the environment using
the computer mouse, his/her avatar will indicate this
through a ”laser pointer” – a red line from the eye of the
avatar through the indicated point on the object. Each
avatar also has a sound indicator that is activated when its
corresponding user speaks into the computer microphone.
Exhibited objects can be rotated and translated by using the
computer mouse. Action buttons situated next to
interactive exhibitions control animations and visual
representation of the objects in the exhibit.
All objects in CyberMath, including the user avatars, can
be visualized at a number of different levels of realism,
ranging from uniformly colored surfaces to radiosity
lighting. This makes it possible to investigate how realism
affects learning in virtual environments.
DIVE supports rapid prototyping through Tcl/Tk scripts.
We have complemented this support with a Mathematicato-DIVE conversion utility that can be used to convert
standard three-dimensional Mathematica objects and
animations to the DIVE file format. It is then
straightforward to add Tcl/Tk code to turn the converted
Mathematica objects into
interactive CyberMath
exhibitions. This makes it possible to support rapidturnaround teacher-driven development of new CyberMath
exhibitions in the same fashion as in the QuickWorlds
project [13]. The next step is to develop an exhibition
construction tool that will allow teachers without Tcl/Tk
knowledge to create their own exhibitions.
It is also possible to associate URLs with CyberMath
exhibition objects. When a user clicks on such an object,
its URL is opened in a WWW browser. This makes it easy
to offer additional information about the exhibited objects
(such as mathematical formulae and links to other relevant
WWW pages).
DIVE has the ability to log all interactions between avatars
and objects. Together with standard audio and video
recording equipment, this provides a platform for
assessment of learning in CyberMath.
A number of example exhibition areas in the exploratorium
have been completed. These include:
Interactive transformations. In this exhibit, users can
explore the effect of any R3→R3 transformation on different
mathematical entities such as points, lines, planes and
spheres. The user can interactively manipulate the entities
and immediately see the results of the transformation,
either in a separate coordinate frame or in the same
coordinate frame as the untransformed surface (figure 2).
This makes it possible to explore transformations in a new
way and get an intuitive sense for how a specific
transformation works. We believe that this increases the
cognitive contact with the mathematical ideas behind the
transformation formulae.
Generalized cylinders. This area illustrates how to
increase the number of degrees of freedom in revolution
surfaces through the use of differential geometry [15]. In
particular, it is shown how to construct an orthogonal net
across the surfaces for texture mapping. The exhibition
includes a number of three-dimensional animations and
wall posters. Differential geometry is usually taught at the
post-graduate level (if at all). However, our initial usability
tests indicate that CyberMath makes it possible to
effectively introduce these concepts to undergraduate
students.
including one that presents elementary three-dimensional
geometry and one that introduces geometric algebra [8]. We
will use results from research on awareness and
accommodation in virtual environments to further guide the
design of these exhibition areas [9].
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Figure 2. The interactive transformations exhibition. The
user is manipulating the green plane in the domain on the
left and the corresponding transformed surface appears in
yellow on the right. The transformation is displayed on
the wall between the two coordinate systems.
USABILITY TESTING
We have completed two initial usability tests, one small
test at our lab with three users and one larger test with
fourteen users. In both tests, the students were
undergraduates at different universities in the Stockholm
region. A mathematics teacher from the Royal Institute of
Technology (that is familiar with CyberMath) guided the
students through the generalized cylinders exhibition hall.
The teacher was in a separate physical location and all
students were sitting at different workstations in one room.
Even though some users reported problems with navigation
and that the avatars of other users hid their view, a majority
of the test participants understood the presented material
and enjoyed the experience.
We are planning a larger deployment of CyberMath at the
Royal Institute of Technology and a series of new usability
tests. These tests will focus on three main areas:
! Immersion: To what extent do different levels of
immersion (desktop monitor, wall projection, headmounted display, CAVE) influence the long-term
retainment of knowledge acquired through virtual
environments?
! Collaboration and teaching strategies: How does the
possibility of large-scale participation influence the
teaching and learning processes? To what extent must
teachers adapt their teaching style in collaborative
virtual environments?
! Realism: Can the increased motivational value of a
realistic environment compensate for the lack of
immersion in desktop-based systems? Can we produce
a set of guidelines for using visual realism in virtual
environments for education?
Our hope is that these tests will produce new insights into
how to design efficient VR systems for education. We are
also planning to build a number of new exhibition areas,
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