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resource research Media and Technology
In this paper, researchers at Colorado State University discuss the advantages of using Virtual Reality (VR) to promote science learning in museum environments. The authors define the four leading features of VR and human factors guidelines and show, from evaluation of Mead Diorama Hall at the Denver Museum of Natural History, how renovated exhibits fit the effective learning criteria which were developed through VR research. This paper will also present results, derived from methods used to study the immersion experience in museums, to demonstrate that the renovated museum Hall elicits an
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TEAM MEMBERS: Mark Harvey Andrej Birjulin Ross Loomis
resource project Media and Technology
In every drop of water, down at the scale of atoms and molecules, there is a world that can fascinate anyone - ranging from a non-verbal young science student to an ardent science-phobe. The objective of Learning Science Through Guided Discovery: Liquid Water & Molecular Networks is to use advanced technology to provide a window into this submicroscopic world, and thereby allow students to discover by themselves a new world. We are developing a coordinated two-fold approach in which a cycle of hands-on activities, games, and experimentation is followed by a cycle of computer simulations employing the full power of computer animation to "ZOOM" into the depths of his or her newly- discovered world, an interactive experience surpassing that of an OMNIMAX theater. Pairing laboratory experiments with corresponding simulations challenges students to understand multiple representations of concepts. Answers to student questions, resolution of student misconceptions, and eventual personalized student discoveries are all guided by a clear set of "cues" which we build into the computer display. Moreover, the ability to visualize "real-time" dynamic motions allows for student-controlled animated graphic simulations on the molecular scale and interactive guided lessons superior to those afforded by even the most artful of existing texts. While our general approach could be applied to a variety of topics, we have chosen to focus first on water; later we will test the generality of the approach by exploring macromolecules such as proteins and DNA. The simulation sofware we have been developing embodies a simple molecular interaction model but requires leading edge computing in order to (1) apply the model to large enough systems to yield simple and realistic behavior, and (2) animate the result in real time with advanced graphics. Our ultimate goal in this project is not only to help students learn science, but also to help them learn to think like research scientists. By looking at scientific knowledge as a set of useful models - models that are essentially temporary and will inevitably lead to better ones - they can see that science is not a set of facts, but a method for discovering patterns and predictability in an otherwise disordered and unpredictable world. Through mastery of the simulation software, students will gain the self-confidence to embark on their own missions of discovery.
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TEAM MEMBERS: H. Eugene Stanley
resource project Media and Technology
The Computer Museum in Boston, MA is requesting a SGER of $49,000 to support preliminary research into the use of virtual reality as a tool for informal science. Using a virtual reality environment of the human cell, they will test to determined: 1) if people gain a physical understanding of the human cell, including a sense of scale, the shape and location of elements, and the physical relationship between elements, and 2) if people gain an understanding of the concept of a system by interacting in the virtual world of the human cell. The PI will be David Greschler, Exhibit Developer at the Museum. He has developed two major exhibits at the Museum, has worked at the MIT Media Laboratory, and has taught educational software design at the Harvard Graduate School of Education. Eben Gay will be co-PI and will have oversight for the software development of the virtual reality. He has been Principal Engineer at Digital Equipment Corporation since 1980 and has been building virtual realities since 1982.
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TEAM MEMBERS: David Greschler Ebenezer Gay
resource project Media and Technology
This proposal requests partial funding for the development of a new paleobiology hall at the University of Nebraska State Museum. This project will give students and the general public a dynamic view of the period of time known as the Age of Reptiles. It emphasizes experience with interactive exhibits that focus on concepts of geologic time, how species adapt and change, relative size, scale and time, the activities of scientists as role models, and it provides reinforcement of these experiences for students in the classroom. This project includes the first use in a museum of SemNet, a software program designed for concept mapping and the representation of knowledge networks, which will be used with a videodisc. Prototypes of all interactive exhibits will undergo formative evaluation to establish maximal audience accessibility, ease of use and educational effectiveness. The exhibit concepts will be disseminated throughout the state of Nebraska through mini- versions, teachers in-service training, and scientist-in- residence programs. This project will also be used as a teaching laboratory for the University of Nebraska's graduate program in Museum Studies.
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TEAM MEMBERS: Judy Diamond