Presence Production in a Distributed Shared Virtual Environment
for Exploring Mathematics
Claus J. S. Knudsen
Division of Media Technology and Graphic Arts, Dept. of Numerical Analysis,and Computing Science (NADA), Royal
Institute of Technology (KTH), Drottning Kristinas v.47 D, SE-100 44 Stockholm, Sweden (Tel: +46-8-790 6376; Fax:
+46-8-791 8793; E-mail: clausk@gt.kth.se)
Ambjørn Naeve
Centre for user-oriented IT Design (CID), Dept. of Numerical Analysis,and Computing Science (NADA), Royal Institute of
Technology (KTH), 10044 Stockholm, Sweden (Tel: +46-8-790 6896; Fax: +46-8-10 24 77; E-mail:amb@nada.kth.se)
Abstract:
It is well known that the current state of mathematics education is problematic in many countries. The
Interactive Learning Environments group at CID (Centre for user-oriented IT Design) at the Royal Institute of
Technology (KTH) has developed an avatar-based shared virtual environment called CyberMath, aimed at
improving this situation by allowing interaction with mathematical content in new and exciting ways.
CyberMath is suitable for exploring and teaching mathematics in situations where both the teacher and the
students are co-present and physically separated. In this virtual reality environment the participants are
represented by avatars. The space concept in virtual environments is different from that of any known
physical space. Yet people seem to perceive, for example, chat rooms and bulletin board systems as places.
Still, avatars have limited possibilities for non-verbal expressions, such as body language, which are important
in order to improve the communication quality. To investigate the importance of human-to-human expression
and eye-contact between actors in the CyberMath environment, a test lecture in mathematics was carried out
between students at Uppsala University and a lecturer at the Royal Institute of Technology (KTH) in
Stockholm. The Media Environment group at the KTH Learning Lab was responsible for the production of a
sense of presence involving the lecturer and the students, using distance technology such as networked twoway television systems and interactive storytelling. Empirical material was collected from recordings of 5
video sources and through a questionnaire given to the participants in the test. The main goal of the study was
to investigate whether students at a distance could adapt to a combination of different shared virtual
environments. It was found that presence production mediated as two-way television is a good way to build
trust and to enhance non-verbal communication between the actors. The students treated the avatars on the
computer screen and the lecturer on the display in front of them as real persons. In the same way, they treated
the virtual reality space and the space distributed through two-way television as real spaces.
Key words: Virtual environment, interactive learning, virtual reality, mathematics, non-verbal expression
1
2
1.
INTRODUCTION
1.1
The virtual lecture
At the Centre for user-oriented IT Design
(CID) [17] an avatar-based 3D learning
environment called CyberMath [7], [8], [9] has
been developed for the interactive exploration
of mathematics. This paper focuses on an
assessment study of a learning experience in
CyberMath carried out between Uppsala
University and the Royal Institute of
Technology, both universities partners in the
Swedish Learning Lab [20] financed by the
Wallenberg foundation [21]. The study
connected two tracks of the organized research
activity within SweLL called, CVEL (3D
communication and visualization environments
for learning) [6] and DILS (Distributed
Interactive Learning Spaces).
On 5th of October 2000, a preliminary
assessment study was performed within the
course “Interactive Graphical Systems”,
organized by Stefan Seipel at DIS [30] in
Uppsala. As a preparation for this study, the
CyberMath system was installed at the DIS
computer lab in Uppsala, and at CID/KTH in
Stockholm. It was used by 12 students from the
above mentioned course.
These students were divided into 2 groups,
and each of these groups were split into 3
subgroups of 2 persons each. The average age
of the participants was 23.5 years. They all
claimed that they work with computers on a
daily basis. Ambjörn Naeve from CID/KTH
held a virtual lecture on “generalized cylinders”
[2]. He was physically located in Stockholm,
while in Uppsala three subgroups at a time were
using the 3D computer graphics display to
attend the lecture in the Cybermath
environment.
Voice communication was provided through
Cybermath as well as visual communication
amongst the participants using their respective
avatars. In addition to the pure avatar-based
communication,
an
“augmented
reality
interface” was provided by Claus Knudsen, in
order to produce a sense of presence and reality
[12] between the teachers and the students [13],
[14].
The lecture, which took approximately 30
minutes, was performed twice (once for each
group). The entire experimental lecture was
video-recorded for documentation.
Prior to this virtual lecture, the same topic
was taught in the form of a conventional lecture
by Ambjørn Naeve given in Uppsala to the rest
of the students of the course, (20 students).
1.2
The main goal of the study
The main goal of the study described in this
paper was to investigate whether students at a
distance could adapt to a combination of two
shared virtual environments.
The virtual test lecture was focusing on the
following research questions.
•
•
How can a feeling of presence be
achieved by technical and narrative
means in a distributed learning
experience?
Will an increased feeling of presence
and reality increase motivation and
improve the learning results?
The second goal was to deliver a
concept for the effective usage
CyberMath system in the context of
on the topic of generalized cylinders
evaluation is described in [6].
2.
proof-ofof the
lecturing
[2]. This
METHODS
After the test lecture, the 12 participants
were given a questionnaire to fill in and return.
This questionnaire served as a tool for the
educational evaluation and assessment.
3
2.1
Methods for telepresence
analysis
To measure the experienced degree of
presence is not easy. Many factors like the
installation
characteristics,
individual
preconditions, sensory environment and content
characteristics influence the degree of mental
attention [12]. The human factor is essential.
According to Sheridan [10], presence is a
subjective sensation or mental manifestation
that is not easily amenable to objective
physiological definitions and measurements. He
indicates that “subjective report is the essential
basic measurement”.
Witmer and Singer have carried out
research on the measuring of presence in virtual
environments. They have presented a Presence
Questionnaire in the MIT Presence Journal
[11]. In addition to this, they have developed an
immersive tendencies questionnaire in order to
measure differences in the tendencies of
individuals to experience presence. The term
“immersive” often refers to certain types of
sensory reproduction systems used in VR and
telepresence, where the users actually become
part of the experience - which causes exclusion
of their immediate reality - as opposed to being
a mere observe. For example, a person using a
head mounted display or CAVE [27] system
would be immersed in the experience, whereas
a person viewing a remote location on a simple
computer monitor would not.
In this paper a subjective report method has
been used for telepresence [29] analysis of the
empirical video-recorded material.
the physical distance between the teacher and
the students, see Figure 1.
The three spaces involved had both physical
and virtual cameras operating from subjective
and objective points of view depending on
positions and functions. The students operating
in CyberMath could choose between an
objective point of view, looking over the
shoulder of their avatars or a subjective point of
view, looking through the eyes of their own
avatar. The cameras for the telepresence
production were positioned to achieve a
subjective point of view for the participants.
Two cameras, with an objective point of view,
were used for documentation, one in Uppsala
and one in Stockholm. In addition to this, the
other video sources were also recorded. The
recorded material was used for analyses and
edited for a documentary.
Figure 1. Connectivity diagram for the virtual lecture and
documentation
3.1
3.
THE TEST INSTALLATION
COMPONENTS
The virtual components of the test lecture
consisted of the CyberMath system and an eyeto-eye telepresence production system bridging
The CyberMath environment
The CyberMath system is built on top of
DIVE [28], which 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 headmounted displays to CAVE environments. It is
possible to allow different users to access the
same virtual environment from workstations
4
with different hardware configurations. In the
CyberMath environment avatars can gather and
share their experience of mathematical objects.
When a person points to an object, a red beam
running from his avatar to the object appears on
the screens of all the other participators and
when the person manipulates the object in some
way, the result is directly distributed and
therefore visible to all participators. Since the
sound is distributed as well, a person can point,
act and talk - much as she would do in real
reality – as if the mathematical objects were
hanging there in front of her. Hence a
mathematics teacher is provided with a tool that
integrates the best of both the virtual and the
real world. Virtual (mathematical) objects can
be shared, manipulated and discussed in a
realistic way.
The spatial architecture of CyberMath [19]
consists of a number of different exhibition
halls, each of which contains a collection of
mathematical installations expressing a
common theme. Each wall is equipped with a
projection system, where traditional OH
material can be presented. At the same time the
avatars are free to move around and study the
mathematical objects in practice.
So far, four exhibition halls have been
completed. Three of these are filled with
content concerning the differential geometry of
curves and surfaces [1], [2]. The fourth
exhibition hall is devoted to the dynamic
exploration of mathematical transformations.
Here an arbitrary transformation (from R3 to
R3) can be specified and the effects of this
transformation can be studied interactively by
manipulating different objects in the domain
and observing what happens in the image.
The animations are controlled through an
interface which enables starting and stopping as
well as changing between displaying the
animations in rendered or wire frame mode.
Figure 2. CyberMath, the generalized cylinders exhibit,
where the distributed lecture was held.
3.2
Augmented reality interface
The two physical spaces in Uppsala and
Stockholm were connected by a telepresence
system using two-way video on a simple H. 261
protocol with a 128 kbps dialled up ISDN line.
The
CyberMath
system
provided
communication through the Internet.
Figure 3. Students and the virtual teacher in Uppsala
In Uppsala, 3 workstations were placed side
by side with 2 students at each station. The
incoming video was back-projected on a videowall mounted 2 metres in front of the students.
The video projection was adjusted in size and
position to optimise the sense of presence of the
teacher sitting in front of the students meeting
them face-to-face. The students should
5
experience the teacher as sitting in front of his
own workstation, at the same level as the
students, meeting their eyes when looking up.
Because of this, the teacher in Stockholm was
produced with a black background in order to
achieve a video signal level just beneath the
video black level, so that only the body of the
teacher would appear on the screen in Uppsala.
An advantage caused by isolating the body of
the teacher was the reduction of distractions on
the incoming video in Uppsala. Another
advantage was that the H.261 MPEG
compression could work with just the changes
in the picture from the movement of the
teacher. A remote-controlled camera was placed
as low as possible in front of the back-projected
screen in Uppsala, representing the eyes of the
teacher. The camera was pre-programmed to 3
positions, each one framing a two-shot student
group sitting in front of their workstation. It
was important to position the camera as close as
possible to the position of the projected eyes of
the teacher in order to achieve an eye-to-eye
contact. Moderate lighting was used in order to
achieve better quality of the outgoing video
signal from Uppsala.
monitor screen in order to achieve eye-to-eye
contact.
4.
RESULTS
4.1
Vital requirements
Our results indicate that in order to establish
verbal communication, face-to-face contact is a
vital requirement in virtual environments when
individual personal appearance is restricted to
avatar representations. To be talked to by a
third person who is not included in ones visual
frame seems to be particularly annoying when
many participants share the same virtual space.
We have found that manual self-locomotion in
virtual environments for the purpose of
initiating a verbal contact appears to be
difficult. One reason for this might be that it
takes quite some time to navigate towards an
intended dialogue partner, and while doing so,
the target avatar is quite liable to shift its
location.
4.2
.
Figure 4. The studio of the teacher in Stockholm
In Stockholm the teacher was sitting 3
metres in front of a 28` TV monitor with the
computer just in front of him. The camera was
positioned in the lower part of the video
Subjective telepresenceobservations in Uppsala
The position of the projector for the
telepresence production in Uppsala was derived
from the calibrated position, which resulted in a
reduced sense of eye-to-eye contact between the
participants. The Uppsala projection was
approximately 20-25 cm off, up to the right,
compared with the calibrated position. Optimal
eye contact is essential for the feeling of
presence between the participants, and the
calibrated position must be fixed in future testinstallations. The light sources are also
important for the quality of the video and
should have fixed colour temperature and be
adjustable both in direction and level.
6
4.3
Subjective observations in
KTH, Stockholm
The image format of the students appearing
on the screen in Stockholm was too small and
should be enlarged in future test-installations in
order to achieve a better sense of presence and
reality. The remote-control of the far-end
camera should be made much easier for the
teacher to handle during the lecture, so that
adjustments can be made in a more intuitive
way. The lighting of the teacher in Stockholm
should be improved in order to achieve better
picture quality.
Moreover, the telepresence system should
have provided a connection on the Internet
using the H. 323 protocol in order to achieve a
more flexible use of the data networks.
4.4
The planned lecture
The teacher introduced himself in a dialogue
using the telepresence system in order to build
trust between the participants of the learning
experience.
While acting in the CyberMath system,
telepresence was used for confirmation of
understanding by eye-to-eye contact between
the teacher and individual students. Often the
students replied by just nodding their heads for
a yes or shaking them for a no.
The telepresence experience of the first
lecture influenced the teacher in strengthening
the initial trust-building process of the second
lecture. Whereas the students of the first lecture
were only identified by their group (1, 2, 3), the
students of the second lecture were invited to
introduce themselves by their individual names.
These names were then recorded by the teacher
on a map that related them to their virtual space
positions in Uppsala. This enabled the teacher
to personalize the lecture by establishing
communication with the students on a first
name basis, which resulted in an easier dialogue
and more active participation (= questions)
from the students.
4.5
The Informal Lecture
After the planned lecture something
interesting happened which we had not
prepared for in our experiment. The students
discovered how to take the heads off their
avatars, which produced roaring laughter and
established a relaxed and informal atmosphere.
The participants then started to mingle and
this turned the formal lecture mode into a social
interaction mode. When the students were
relieved of their learning roles, they became
much more talkative and dared to express
themselves verbally in a way that they did not
do before. During the formal lecture, the
students were repeatedly asked if they had any
questions, but they did not come up with any
questions at all. But during the spontaneous
conversation, several questions came up,
including one that was not related to the
original lecture, but concerned an installation in
another part of the exhibition hall. This
triggered an improvised lecture on the topic of
solar energy.
This event clearly showed the importance of
informal social interaction as a means of
establishing trust and supporting quality of
communication
in
virtual
learning
environments.
5.
CONCLUSIONS AND
FUTURE WORK
In our study we found that presence
production on the two-way television provides
an effective way to build trust and to enhance
non-verbal communication between the
participators in a distributed learning
experience. The students treated the avatars on
the computer screen and the lecturer on the
display in front of them as real persons [16]. In
the same way, they treated the virtual reality
space and the space distributed through twoway television as real spaces.
7
From the perspective of the teacher, the prepositioning of the camera and the nameposition map provided the technological
support for communicating with the students.
Although they were useful, they can both be
substantially improved.
The pre-positioning system was locked into
three fixed views, which limited the intuitive
dialogue process. The discontinuity inherent in
jumping between these three positions resulted
in the teacher losing part of his spatial
orientation with regard to the physical learning
space in Uppsala. Moreover, the organization of
this space made it impossible to capture the
overall presence of all of the students within a
single frame, which added to this spatial
confusion.
The name-position map made it necessary
for the teacher to look down every time he
needed to remind himself of a student's name.
This resulted in a certain loss of contact, which
reduced the transparency of the underlying
presence technology and made it harder to
maintain the intensity of the non-verbal
communication.
In order to improve the presence production
in virtual environments, the following
improvements should be made:
•
•
•
•
•
•
Fixed colour temperature on all light
sources.
Better quality routines for the
calibration of camera and projectors.
Development
of
eye-to-eye
applications.
Development of an intuitive
transparent
human
computer
interface for remote control of the
far end cameras
Development of a HUD (head up
display) system that supports
personalization by superimposing
the names on the corresponding
images of the students
Designing a spatial configuration
that supports these types of learning
experiences that integrate both the
physical and the non- physical
environment.
6.
ACKNOWLEDGEMENTS
Several people have contributed to the
experiment reported in this paper. Gustav
Taxén has created the CyberMath environment.
The mathematical installations (objects and
animations) have been created by Ambjörn
Naeve in Mathematica® and translated into
DIVE by Gustav Taxén. Olle Sundblad has
handled the complexity of DIVE, especially the
networking aspects. Bosse Westerlund drew the
connectivity diagram (Figure 1), and Sinna
Lindqvist handled the video camera in Uppsala.
The Advanced Media Technology Laboratory
[25] hosted the experiment at KTH in
Stockholm and DIS [30] did the same in
Uppsala. Many thanks to you all!
7.
REFERENCES
7.1
Papers
[1] Naeve, A., Focal Shape Geometry of Surfaces in
Euclidean Space, CVAP-130, TRITA-NA-P9319,
Dissertation, Department of Numerical Analysis and
Computing Science, KTH, Stockholm, 1993.
[2] Naeve., A & Eklundh, J.O., Representing
Generalized Cylinders, Proceedings of the EuropeChina Workshop on Geometrical Modeling and
Invariants for Computer Vision, pp. 63-70, Xi'an
April 27-29, 1995. Published by Xidian University
Press, Xi'an, China, 1995.
[3] Naeve, A., The Garden of Knowledge as a
Knowledge Manifold - A Conceptual Framework for
Computer Supported Subjective Education, CID-17,
TRITA-NA-D9708, Department of Numerical
Analysis and Computing Science, KTH, Stockholm,
1997, http://cid.nada.kth.se/sv/pdf/cid_17.pdf.
[4] Naeve, A., Conceptual Navigation and Multiple
Scale Narration in a Knowledge Manifold, CID-52,
TRITA-NA-D9910, Department of Numerical
Analysis and Computing Science, KTH, 1999.
http://cid.nada.kth.se/sv/pdf/cid_52.pdf.
8
[5] Naeve, A., The Work of Ambjörn Naeve within the
Field of Mathematics Educational Reform, CID-110,
TRITA-NA-D0104, KTH, Stockholm, 2001,
www.amt.kth.se/projekt/matemagi/mathemathics_ed
ucational_reform.doc.
[6] Naeve, A. & Seipel, S., APE track C, Progress
Report, July-Dec. 2000, available from SweLL[20].
[7] Taxén G. & Naeve, A., CyberMath - A Shared 3D
Virtual Environment for Exploring Mathematics,
presented within Course-31, Geometric Algebra new foundations, new insights, Siggraph2000, New
Orleans July 2000.
[8] Taxén G. & Naeve, A., CyberMath - A Shared 3D
Virtual Environment for Exploring Mathematics,
CID/KTH, 2000, the 20:th ICDE world conference
on distance education and e-learning, Düsseldorf,
April 1-5, 2001, on Compact Disc.
[9] Taxén G. & Naeve, A., CyberMath - Exploring Open
Issues in VR-based Learning, SIGGRAPH 2001
Educators Program, In SIGGRAPH 2001 Conference
Abstracts and Applications, pp. 49-51.
[10] Sheridan, T. B. (1992). Musings on Telepresence and
Virtual presence. Presence: Teleoperators and Virtual
Environments, 1(1), p120-125.
[11] MIT Presence Journal Volume 7, Number 3 · June
1998, Measuring presence in virtual environments, A
Presence Questionnaire by Bob G. Witmer and
Michael J. Singer.
[12] Enlund, N., The Production of Presence - Distance
techniques in Education, Publishing and Art,
ACS'2000 Proceedings, Szczecin, 2000, pp. 44-49.
[13] Handberg, L., Knudsen C., Sponberg H., New
Learning modes in the production of presence –
distance techniques for education, Proceedings of the
20th World Conference on Open Learning and
Distance Education, ICDE01, Düsseldorf, 2001, on
Compact Disc.
[14] Knudsen, C., Interaction between musicians and
audience in a learning process on the Internet,
ISTEP 2000 Proceedings, Kosice, 2000, pp. 159-164.
[15] Wann, J., & Mon-Williams, M., What does virtual
reality NEED? Human factors issues in the design of
three-dimensional computer environments,
International Journal of Human-Computer Studies,
44, 1996, pp. 829–847.
[16] Reeves, B., Nass, C., The media equation, Cambridge
University Press, New York, 1996.
7.2
Relevant web sites
[17] CID, Center for user oriented IT design
URL:http://www.nada.kth.se/cid/
[18] CID/Interactive Learning Environments:
http://cid.nada.kth.se/il.
[19] CyberMath: www.nada.kth.se/~gustavt/cybermath.
[20] SweLL (Swedish Learning Lab):
www.swedishlearninglab.org.
[21] WGLN (Wallenberg Global Learning Network):
www.wgln.org.
[22] PADLR (Personalized Access to Distributed
Learning Repositories) proposal to WGLN, Granted
March 2001:
www.learninglab.de/pdf/L3S_padlr_17.pdf.
[23] ICDE-2001: www.fernuni-hagen.de/ICDE/D-2001.
[24] The synchronous virtual space installation,
URL:http://www.r1.kth.se/epresence/
[25] The Advanced Media Technology Lab.,
URL:http://www.amt.kth.se
[26] Royal Institute of Technology, URL:
http://www.kth.se
[27] KTH, the PDC CUBE,
URL:http://www.pdc.kth.se/projects/vr-cube/
[28] DIVE, Swedish Institute of Computer Science,
www.sics.se/dive
[29] Transparent Telepresence Research Group (TTRG),
URL:http://telepresence.dmem.strath.ac.uk/index.htm
[30] DIS (Department of Information Science), Uppsala
University, www.dis.uu.se