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FARNET: 51 Network Success Stories
FARNET Stories Project
51 Reasons to Invest in the National Information Infrastructure
story200.MA
Submitted by:
Barry Kort
Consulting Scientist
Educational Technology Research
BBN Labs
10 Moulton Street
Cambridge, MA
02138
USA
v: (617) 873-2358
e: barry@chezmoto.ai.mit.edu
bkort@bbn.com
Categories:
Education, K12; Education, higher; Education, continuing or distance;
Research, academic; Opportunities for people with disabilities
Keywords:
Innovative or improved ways of doing things; More equitable access to
technology or electronic information; Creation of new ideas, products, or
services; Technology transfer; Local commitment to network-based
activities; Volunteer contributions of time and energy
Supporting Documentation (contact author for more information):
Software; Documentation
The Story:
Computer Networks and
Informal Science Education
Introduction
Computer networks have created new possibilities for information
interchange, peer dialogues, and instruction. This paper briefly lists
the well-established systems for network-mediated learning, and
describes some of the newer and more innovative developments.
Electronic Mail
Electronic mail dramatically enhances the ability of people to
communicate quickly and efficiently without the delay and overhead
of surface mall. Modern E-Mail systems support the inclusion of non-text
computer documents such as binary data files along with the regular
text message. The ability to quote portions of an incoming message in a
reply makes multiple parallel ongoing dialogues practical, since the
discussants need not memorize the current context of each dialogue in
progress.
Electronic mailing lists and newsletters allow a coordinator to keep all
subscribers abreast of transactions on a project or discussion topic of
mutual interest. To some extent, such electronic communication has
lessened the need for printed newsletters and professional society
transactions while opening the channel to wider numbers of contributors
and a more informal style of interchange.
While one might expect electronic mail to be used primarily by
academics and professionals, this author has, for over a year,
exchanged E- Mail with a 7-year old boy in Atlanta. With an average
of 2 letters per week, the transcripts of my correspondence with Abram
now fill a 1-inch binder. The format of the exchange is a Socratic
Dialogue, with the intent of engaging Abram in exploration of scientific
material. Abram's literacy and communication skills have improved
dramatically while his scholarship, attitude toward school, and self-
confidence have progressed from problematic to exemplary. That
computer networks can enable a professional scientist to reach into the
home and life of an American child is a testament to the largely
untapped potential of network technology.
Electronic Bulletin Boards
Bulletin boards, such as the Netnews system on Internet, enable
individuals who do not already know each other to enter into ongoing
discussions on any of several hundred technical, political, social, or
recreational topics. The global electronic village emerges from this
technology, and bridges gaps of time, distance, and subject-matter
expertise. It is a folk theorem that one can find an overnight answer to
almost any technical question by posting to an appropriate Netnews
newsgroup. To some extent, electronic bulletin boards have lessened the
need to attend professional society meetings and conferences to keep
abreast of the latest thinking within a technical discipline.
Network File Servers
Many universities and institutions maintain publicly accessible file
servers on the Internet. Using widely available protocols such as FTP
(File Transfer Protocol), users can locate and retrieve archived
documents and computer software from the many electronic libraries on
the network Materials with educational and research value are
routinely archived and disseminated through the computer networks.
Productivity and entertainment software of limited commercial value
may also be obtained through public computer networks.
Virtual Realities, Virtual Communities, and CyberNets
Through computer modeling it becomes possible to build virtual worlds
in which the user interacts with and experiences a synthetic
environment. On the high-tech end of the spectrum are virtual realities
which embed a single user in a realistic 3-D visual scene in which one
can move about and manipulate objects. On the low end are the
interactive text adventures in which a single user explores a make-
believe world and puzzles through various obstacles and challenges to
reach a goal. Network technology has begun to transform such single
player worlds into multi-player virtual realities in which the user
encounters and interacts with the other players as well as with the
animate and inanimate contents of the cybernetic world. At present, the
network versions of these synthetic worlds is limited to text-based
interactions only. Graphics and sound are perhaps a few years away,
awaiting the development and deployment of high-speed network
window systems known as MUDs (Multi-User Dimensions) or MUSEs
(Multi-User Science Environments).
These virtual realities offer a rich environment for synergy, community,
collaboration, and exploratory discovery. At present there are several
dozen publicly accessible multi-user text-based virtual realities running
on Internet hosts around the country and in Europe. Players connect to
the host computer using conventional Internet protocols and versatile
client programs. Players adopt a character and personality of their
choosing, and enter into the synthetic world, consisting of a web of
connected rooms and movable props. Everything (rooms, movable
objects, connecting passageways, and players) has a description
(typically a few lines of text) which are displayed when a player
looks at it. Actions such as picking up or dropping an object, and exiting
to an adjacent room also generate a short message appropriate to the
action. Everything in the system is owned by a player (typically the
player who created it), and the owner of a room, object, or exit has the
privilege of specifying its name and the associated messages when a
player encounters or interacts with it.
Players can create new rooms and new objects, and construct imaginative
interconnected regions for others to explore. In the more powerful MUSE
systems, inanimate objects can be given elaborate behaviors which are
triggered upon activation by the actions of other players or objects.
Animated objects can become arbitrarily complex automata such as
vehicles, dispensing machines, androids, or information appliances. In
some systems there are player characters whose moves are controlled
by an Al (Artificial Intelligence) program running on a remote computer.
Such robot players have already become sufficiently lifelike in their
behavior that it is at times difficult to tell the human players from the
robot players. The most advanced robot player is Julia, created by Dr.
Fuzzy (Dr. Michael Mauldin of Carnegie Mellon). Julia's
conversational ability surpasses that of many human players and her
personality is not without charm.
The educational potential of multi-player programmable virtual
realities has been explored by some of the more serious-minded
professionals who have investigated the gene. Like other
technological innovations of the information age, virtual realities
appeal to many human needs: social communication, entertainment,
information, and education. At California State University at Fresno, a
system called MicroMuse chartered itself in November, 1990, as the
PBS of CyberNet, featuring explorations, adventures, and puzzles with
redeeming social, cultural, and educational content. (In May, 1991,
MicroMuse moved from CSU-Fresno to MIT.) The MicroMuse Science
Center offers an Exploratorium and Mathematica Exhibit complete
with interactive exhibits drawn from experience with Science Museums
around the country. The Opera House presents a literary puzzle based
on The Phantom of the Opera. The Mission to Mars includes an
elaborate tour of the red planet with accurate descriptions rivaling
those found in National Geographic. Elsewhere, one can find a sailing
cruise to the Virgin Islands which recreates the real-life adventure of
the player who created it.
For younger players, text-based virtual realities foster literacy skills:
reading, writing, and composition, and technical skills such as
keyboarding and spelling. For adolescent players, social interaction
skills, interpersonal skills, and personality development emerge as
primary activities. College students who are not computer science
majors enjoy the opportunity to gain some computer literacy and try
their hand at creating their own contributions to the cyberspace worlds,
usually with the helpful guidance of friendly players with more
experience. The more ingenious and inventive players design and build
elaborate and powerful artifacts such as electronic newspapers, voice-
mail recorders, and self-activated transit systems.
Educational Potential
The educational potential of network-based virtual realities is largely
unexplored, unappreciated and undeveloped. The nature of the medium
favors informal science education, since students voluntarily connect to
these systems between classes and during their leisure time. Text-based
virtual realities foster obvious skill-building in keyboarding,
composition, and social interaction skills. But there is far greater
potential for improving computer literacy, cognitive skills and
scientific awareness through conscientiously crafted content geared
toward informal science education.
Borrowing on techniques used in the design of interactive science
museum exhibits, educational television, and interactive computer
games, one can envision a virtual Science Expedition with highly
imaginative and interactive adventures not constrained by space, time,
or materials. The possibilities of modeling such diverse adventures as
interplanetary travel, volcano exploration, or fantastic voyages
through the bloodstream are suggestive of projects worth considering.
Students, too, enjoy the opportunity to build microworlds of their own,
typically copying real-world cityscapes and science-fiction themes.
With a little guidance from a faculty advisor, a student group can be
organized to build a microworld model from physics, chemistry,
geology, biology, or mathematics.
While many students already have discovered MUDs and MUSEs on
their own, schools could foster educationally beneficial access through
extra- curricular activity groups such as computer clubs and science
clubs. The enriched atmosphere of network-based microworlds
generates a national (and even international) virtual community that
broadens the horizons of students who may never have travelled
beyond the borders of their home state. Deaf and handicapped students
find opportunities for unimpaired interactions within the computer-
mediated virtual worlds. The interaction across age groups also
stimulates the informal learning process as social communication blends
into technical discussion and teaching.
Conclusion
Network-based virtual realities are now coming of age, largely
populated by students seeking an enriched environment for explorational
discovery, and creative expression. Virtual communities emerge with
imaginative interactive adventures and puzzles. The science content of
such worlds can profitably be enriched by the active participation of
the education community.
For adult educators and researchers, text-based virtual realities offer
an opportunity to enter a synthetic society either as observers of the
sociology (and sociopathy) of a predominantly adolescent culture, or as
mission-oriented contributors to the informal education and enrichment
of the young people populating the ethereal world of Cyberion City.
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