M A R C D A V I S P U B L I C A T I O N S www.marcdavis.me [email protected]

Design and Evaluation of Virtual Realities (Tutorial Notes)

Bibliographic Reference:

Marc Davis, Kevin McGee, and Edith Ackermann. "Design and Evaluation of Virtual Realities (Tutorial Notes)." In: Proceedings of INTERCHI'93 in Amsterdam, The Netherlands, ACM Press, 1993.

Design and Evaluation of Virtual Realities

Edith Ackermann, MIT Media Laboratory (USA)

Marc Davis, MIT Media Laboratory (USA)

Kevin McGee, International Media Research Foundation (Japan)

INTERCHI TUTORIAL NOTES1 Amsterdam, Netherlands April 26, 1993

Copyright © Edith Ackermann, Marc Davis, and Kevin McGee, 1993. All rights reserved.

1 Send correspondence to Kevin McGee, IMRF, Tohma Nishi-Waseda Building B1 2-14-1 Nishi-Waseda, Shinjuku-ku, Tokyo 169, JAPAN; Tel: 813-3207-7171; Fax: 813-3207-7172; Email: [email protected]

AGENDA

Time Section Facilitator(s) ______

INTRODUCTION

9:00-9:10 Welcome Marc

9:10-9:20 Who We Are and Why We Are Here • Psychology and Media Sciences Edith • Storming the Reality Studio Marc • Environments for Societies of Agents Kevin

GETTING LEVERAGE ON VIRTUAL REALITY

9:20-9:30 Technical Overview: Intermediaries and Hard Problems Kevin 9:30-9:45 Virtual Reality and Learning Edith

9:45-10:05 Leverage Points for the Design and Evaluation Marc of Virtual Realities

EXERCISE I

10:05-10:10 Form Groups and Select Reporters Marc

10:20-10:30 Generate an Inventory of Virtual Phenomena Marc

10:30-11:00 BREAK

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Time Section Facilitator(s) ______

THE MATRIX

11:00-11:10 Introduction to the Matrix Edith

EXERCISE II

11:10-11:15 Select Virtual Phenomena from the Inventories Kevin

11:15-11:30 Situate Virtual Phenomena within the Matrix All

11:30-11:35 And So What? Edith

DESIGN EXAMPLE

11:35-11:45 Design Example All

EXERCISE III

11:45-12:05 Small Group Design Exercise All

12:05-12:25 Groups Present All

CONCLUSIONS

12:25-12:30 Wrap-Up and Conclusions All

Ackermann, Davis, McGee ii INTERCHI’93 Tutorial ABSTRACT

The purpose of this workshop is to enable you to use your own experience for the design and evaluation of virtual realities. The CHI community is engaged in the hard problem of finding criteria for the assessment of computer-human interfaces. In this workshop, we propose an approach to evaluation which differs from the methodologies of empirical psychology and standard testing. To this end, we focus on constructing with you a set of conceptual tools and methods for using your own experience to evaluate and design virtual technologies.

There will be a very general overview of some of the current virtual technologies, as well as an introduction to the kinds of learning that virtual realities afford. Then, through a set of collaborative group exercises, participants will be encouraged to use the expertise they already possess by exploring some of the qualities of virtual technologies in terms of the kinds of experiences they afford. In particular, we will introduce two dimensions for consideration: the technological and the transformational dimensions; and participants will then work with these during design sessions in which they extend existing virtual technologies, and then evaluate the results. Tutorial participants will come away with a set of leverage points for designing and evaluating virtual technologies.

This tutorial is highly participatory. No previous technical knowledge is required of participants.

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INSTRUCTOR BIOGRAPHIES

Edith Ackermann is Associate Professor in the Learning and Common Sense Section (Epistemology and Learning Group) at the MIT Media Laboratory. Her background is in developmental psychology. Before she came to MIT at the invitation of , Edith Ackermann was a collaborator at the International Center of Genetic Epistemology, under the direction of . She worked in close collaboration with Bärbel Inhelder and Guy Cellérier, at the Faculty of Psychology and Sciences of Education, at the University of Geneva, teaching courses and conducting research on constructivist approaches to knowledge acquisition—in children, adults, and scientists. Her current interest is in the uses of technologies in education. She participates in various projects on the design and evaluation of virtual exploratoria and constructive learning environments for children.

Marc Davis is a Research Assistant in the Learning and Common Sense Section (Machine Understanding Group) at the MIT Media Laboratory. In his current doctoral work, he is building a system called "Media Streams" for annotating, retrieving, manipulating, and repurposing digital video. Before coming to the Media Laboratory, he completed his Master's work in reader-response theory at the University of Konstanz in Germany under Wolfgang Iser. Marc Davis is also participating (with Kevin McGee) in the redesign of the BMW Museum's exhibits about the history of mobility and transportation. He spent this past summer pursuing his research at Mitsubishi Electric Research Labs in Cambridge, Massachusetts. Marc Davis' work is about providing powerful tools for a whole generation of TV viewers (himself included) to enable them to make video a personal and interactive medium.

Kevin McGee is Principle Researcher of the International Media Research Foundation (IMRF) in Tokyo. Before joining IMRF he completed his doctoral work at the MIT Media Laboratory, which focused on a computational model of cognitive development and the implications of this theory for the design of media to facilitate learning. Currently, his major research concerns arise from an attempt to construct environments which afford complex relationships between agents—both computational and human—and between these agents and their environments. More concretely, this involves the study of mind and computational environments. Research into mind proceeds through the study of individuals using computational systems and the development of computational theories of mind (such as the Society of Mind theory of ). The research into computational environments concentrates on the development of agent-based programming languages, evolving systems (artificial life, genetic algorithms, etc.), and frameworks for embodying and making accessible powerful ideas.

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Table of Contents

Section Page ______

Agenda i

Abstract iii

Instructor Biographies iv

Tutorial Materials 4

Introduction

Welcome 6 Who We Are and Why We Are Here 8 • Edith Ackermann: Learning and Media Sciences 10 • Marc Davis: Storming the Reality Studio 11 • Kevin McGee: Environments for Societies of Agents 12

Getting Leverage On Virtual Reality 14

Technical Overview: Intermediaries and Hard Problems 16 Virtual Reality and Learning 36 Leverage Points for the Design and Evaluation of Virtual Realities 50

Exercise I: Generating an Inventory of Virtual Phenomena 76

The Matrix 82

Exercise II: Situating Virtual Phenomena within the Matrix 86

Design Example 90

Exercise III: Small Group Design Exercise 94

Conclusions 98

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Section Page ______

References 102

Reprinted Papers 113

Virtual Reality as Mass Medium Kevin McGee and Marc Davis

Pathways into a Child's Mind: Helping Children Become Epistemologists Edith Ackermann

What is Constructionism and What Does It Have To Do With Piaget? Aaron Falbel

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TUTORIAL MATERIALS

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Welcome

Today everyone is talking about the coming revolution in computer-human interface which will be brought about by virtual reality technology. The discussion ranges from obscure, highly technical talk of polygons, bandwidth, Polhemus sensors, eyephones, and datagloves to prophetic pronouncements about how VR will change the way we think, live, work, play, and learn. Our goal is to provide you with conceptual tools and methods for using your own experience to help you explore and think about, to evaluate and design, virtual reality. We too share in the belief that virtual reality holds the promise to enable radical and positive change in human interface and human life. But we also believe that most people have all the resources they need to envision and analyze this technology in the richness of their own daily experiences in interacting with current technology, each other, and the world. And because we feel that virtual reality does hold such promise we want to encourage, through tutorials like this one, serious thought about this technology by the people who will use it and help shape it—that is all of us.

Today we will not be lecturing to you for two and a half hours about the design and evaluation of virtual realities. To do so would be foolish for two reasons. First, virtual reality is such a new phenomenon that it is far too early for final classifications and systems of analysis which will be adequate for describing this new medium. Second, and most important, we believe that to lecture about design in a tutorial setting is like trying to teach dance as a correspondence course. The experience of working directly on these issues with us and your colleagues today is probably the best way to begin the process of serious thought and activity about the design and evaluation of virtual phenomena. We will explore virtual phenomena in daily life and virtual technology being created today by researchers and practitioners in the field. What we hope to offer you is a way of thinking about virtual reality and a way of thinking about thinking about virtual reality (and design in general) which will help you in your work and play with this and other new media.

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Who We Are

and

Why We Are Here

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Edith Ackermann: Learning and Media Sciences

If I had to define my "intellectual niche" in a few words, I would say that I am engaged in two major enterprises:

1. Studying how people (children, laypersons, scientists) come to gradually make sense of their lives and themselves.

2. Imagining, designing, and assessing settings for children and adults in which they optimize their interactions with the world, while learning about themselves as cognizing agents by exploring, expressing and probing—or validating—their thoughts.

Before I came to the Media Laboratory, I was a psychologist in search of tool- builders who were themselves engaged in exploring how the tools they build engage the minds of those who use them! Prior to that, I had studied how children build and appropriate tools, and how tools shape children's minds. In recent years, I became more of a tool builder myself—a very low-tech tool-, toy-, and microworld-designer, indeed!

The focus of the Media Laboratory's Epistemology and Learning Group is: to design computer-based artifacts for constructive learning; to refine the design of these artifacts (programmable construction kits, exploratoria, interactive microworlds) through the analysis of their appropriation and use in different learning cultures; and to invent the appropriate research techniques that allow for such a mutual refinement to take place. Our "users" are children and teachers who live and work in schools, and who—luckily for everyone—also spend some of their time in science clubs, museums, and other "informal settings."

One of the lessons I have learned in the last six years at the Media Laboratory is that the existing experimental techniques (so called "user-testing" and other forms of standard evaluations) are of little use to designers, students, teachers, and media-researchers! Much of my current teaching and research goes into rethinking the mutual contributions of—and boundaries between—learning, teaching, research and design, and to redefine their complementary role in the creation and evaluation of constructive learning environments.

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Marc Davis: Storming the Reality Studio

Storm The Reality Studio. And retake the universe. —William S. Burroughs, Nova Express

As a child I watched a lot of television. Hours upon hours of it everyday. And like millions of other American children I found that this activity, which took up so much of my time and interest, was not even discussed, let alone explored or analyzed in the other activity I engaged in for hours upon hours during the week: going to school. It was as if my entire culture was in a state of denial or suffered from widespread recurrent short-term amnesia. We learned how to write, how to read, how to speak, and manipulate numbers, but the skills that would have connected me to the affective center of my world—and to the engine of my culture’s society and economy—were not taught. Today, children and most adults still do not have access to tools for creating, manipulating, analyzing, and playing with moving images and sound. My work is about radically changing that situation through the development of tools (both conceptual and computational) which will enable people to create virtual worlds through the repurposing of media (mass, popular, and personal).

Before beginning my doctoral work at the MIT Media Laboratory, I was studying literary theory and philosophy at the University of Konstanz in Germany. There I realized that if I would have lived during the tremendous revolution in media technology brought about by print, I would have left the academy to go work with Gutenberg. Today, we are in the midst of an even greater transformation in media technology—the transition to a world in which all information is in digital form, and thus manipulable, transmissible, and sharable in ways that were never possible before in human history. In a few short years, we will live in a world in which large amounts of rich data (video, audio, text, numbers) will be able to be accessed, processed, and shared by people around the world. The needed infrastructure in terms of bandwidth, storage, computation, and content will be in place— the challenge is designing the tools, interfaces, and forms of access for people who want to use this technology in their daily lives.

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Kevin McGee: Environments for Societies of Agents

The one-line statement which summarizes my current research is that I am developing virtual environments for societies of agents.

Virtuality

Virtuality has three aspects which interest me: the developmental, the environmental, and the technological (or mind, world, and mediation). First, from the perspective of developmental psychology, the world we live in is always the virtual world of our experiences and concerns. Second, individuals learn, develop, and define themselves in terms of their environments, whether the environment is natural, social, urban, or technological. Third, technology, in the original sense of the word, as a form of knowing-by-doing, is part of the continuing evolution and development of ever more flexible tools which allow us to mediate between mind and world.

Agents

The research on agents is driven by similar concerns. The research on mind is framed in terms of "mental agents", after the Society of Mind theory of Marvin Minsky; the research on environments is framed in terms of computational agents and the development of an "agent-oriented programming" paradigm; and the research on mediation is framed in terms of "interface agents", agents which facilitate the interaction between the workings of the mind and computational tools.

Societies

The word "society" has a double meaning in this context: it refers both to the study of societies of mental agents, and to the development of societies of computational agents. My current research, then, centers on the attempt to develop environments which afford complex relationships between agents, both computational and human, and between these agents and their computational environments. Among others, these concerns include the development of agent-based programming languages, frameworks for making "powerful ideas" accessible, evolving systems (artificial life, genetic algorithms, etc.), and the development of computational theories of mind.

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Getting Leverage

On

Virtual Reality

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Technical Overview:

Intermediaries and Hard Problems

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Important Goals for VR Research

• Eliminate intermediaries

• Facilitate working on hard problems

Ackermann-Davis-McGee MIT Media Laboratory

______

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The general assumption is that in most cases the architect is an unnecessary and ______cumbersome (and even detrimental) ______middleman between individual, constantly changing needs, and the continuous ______incorporation of these needs into the built environment. The architect's primary ______functions, I propose, will be served well and ______served best by computers. In this sense [I am talking] about a new kind of architecture ______without architects (and even without surrogate architects). ______

______—Nicholas Negroponte, The Soft Architecture Machine ______

The alternative to the dependence of a society ______on its schools is not the creation of new ______devices to make people learn what experts have decided they need to know; rather, it is ______the creation of a radically new relationship between human beings and their environment. ______

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—Ivan Illich, ______In Lieu of Education ______

______Although our tutorial is mainly concerned with providing theoretical ______tools, the following pages present a quick overview of some of the existing ______technology. The function of this section is ______two-fold. On the one hand, it should serve as brief introduction for those who ______are not familiar with the technology. On the other hand, it locates the technology ______within a broader framework which we ______will discuss in greater detail. ______

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Hard and Interesting Problems: The Argonne Remote Manipulator

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Ackermann, Davis, McGee 16 INTERCHI’93 Tutorial The Architecture Machine was originally proposed as a way for ______individuals to directly control the process of designing and shaping their habitats, ______and though never actually completed, it ______stands as a compelling vision of designed environments and their interfaces. The ______Architecture Machine is a highly malleable, computationally active, and responsive ______environment, which has become quite ______standard with the wide-spread presence of computers. There are at least two of its ______key characteristics which, although some of the VR systems currently under ______development have them, unfortunately ______have not been emphasized in the literature on VR. ______First, there is the implication that computational power can help us work ______on the problems that interest us while it ______eliminates the problems which are tedious and repetitive. Indeed, one of the ______important insights of the computer ______revolution should be that technology need not only make things easier—it can also ______provide us with the capacity to grab ahold of the hard problems which interest us. ______We see something of the sort in the ______development of the Argonne Remote Manipulator (ARM), developed at ______Argonne National Laboratories. This system is being used by researchers at the ______University of North Carolina, Chapel Hill, ______to develop a system which will allow chemists to experiment with how ______different combinations of molecules fit together by the way they feel (much as a ______child might try to fit two blocks together). ______

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Intellectual Tools: Air Traffic Control

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Ackermann, Davis, McGee 18 INTERCHI’93 Tutorial The ability of chemists to “grab a hold” of molecules and try to fit them together is ______an example of how the technology can allow individuals to by-pass certain ______conceptual barriers in order to get to the problems which are interesting and ______important. However, this tool does not ______provide a radically new conceptual foothold. Instead, it makes certain kinds ______of experiment accessible in ways that are familiar—familiar because individuals ______develop many skills for manipulating ______objects. ______An example of a virtual technology which will require the development of ______powerful intellectual tools comes from the ______area of air-traffic control. Air traffic controllers need to simultaneously ______coordinate many aircraft moving in a 3- dimensional space. Although there might ______be a temptation to think that once ______something is represented “the way it is in real life” that all of the problems ______associated with a task will vanish. However, in the case of air traffic control, ______the representational problems are still ______hard—even with all the VR technology you want. ______

There are two strategies for dealing ______with this difficult representational ______problems. One strategy is for professional de-signers to resolve them—and in the ______case of air traffic control, this is probably the most sensible approach. However, ______another approach is provide the users of a ______system with the tools to grapple with the representational problems posed by the ______problems they are working on—and we suggest that this strategy is more ______appropriate for systems that involve the ______investigation, theory-building, and testing associated with intellectual pursuits.

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Eliminating the Intermediary: The Talking Glove

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Ackermann, Davis, McGee 20 INTERCHI’93 Tutorial And this leads us to the second important insight implied by the ______Architecture Machine. ______The vision of the Architecture Machine included the goal of eliminating ______the need for experts—a goal similar to that of Ivan Illich who urges the return to ______earlier social forms in which individuals ______(or communities) are more responsible for, among other things, their own ______education and health care. ______However, while the Architecture Machine was motivated by the desire to ______eliminate mediators who stood between individuals and the direct participation in ______the design of their environments, it did ______not confront the problem of developing conceptual tools. One of the functions of ______an architect is to help the person who wants to build a house by providing ______structures within which it is possible to ______"play" with different possibilities. Remove the architect and how can individuals ______structure the design experience for themselves? So, although it was intended ______that the Architecture Machine be used by ______non-professionals, it is not clear how users would become proficient at ______design—or, if they did not become proficient, how they would avoid the ______problems associated with desktop ______publishing. Namely, that much of what is created using these systems suffers from ______the users' lack of training or expertise. ______By contrast, the Talking Glove, a voice generation system for non-speaking ______deaf and deaf-blind people, takes gestures as input; listeners can respond by typing ______into a small keypad. Although technically ______a gesture-recognition system, it assumes that its users already have the expertise to ______use the tool.

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Objects to Think With: n-vision

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Ackermann, Davis, McGee 22 INTERCHI’93 Tutorial Developing an Architecture Machine (and, in a later elaboration, the habitat ______itself) which only embodied architectural ______expertise would be like developing the Talking Glove for people who did not ______already know sign language and expect that the combination of the tool and their ______desire to communicate with others will be ______enough. People also require conceptual tools to go with physical ones—tools ______which allow them to independently think ______about and grapple with the problems they find important. ______

Virtual reality research should ______include the development of tools which ______allow people to come into contact with problems, not eliminate them. ______

One way to provide such access is ______by creating "objects to think with." ______

Objects to think With ______

Seymour Papert invented the ______phrase "objects to think with" to describe ______particularly evocative artifacts. These objects provide us with powerful ways of ______thinking about certain phenomena, concepts, or theories. ______

______The n-Vision system was developed to allow people to view and ______manipulate complex data. Working primarily with stock market data, this ______system represents multi-variable data ______within multiple-level coordinate systems and—data which can then be ______manipulated directly using a DataGlove. Again, it is not the use of the DataGlove ______(or the multi-dimensional modeling) ______which is important here.

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Objects to Transform With: Architectural Walk-Through

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Ackermann, Davis, McGee 24 INTERCHI’93 Tutorial Objects to Transform With ______In this tutorial we will focus on one particular aspect of the design of "objects ______to think with": transformation. Indeed, ______we could say that our particular interest here is the development of "objects to ______transform with." ______Indeed, the degree to which it is ______possible to transform a system substantially effects the extent to which it ______is possible to use the system to work with ______"objects to think with." ______Take, for example, the ability to go beyond conventional CAD/CAM ______renditions of buildings and actually create ______architectural walk-throughs. A user's ability to transform a virtual space as a ______result of "inhabiting" it greatly increases the degree to which problems in ______architectural design become "objects to ______think with." ______

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Lowering the Barriers: The VPL DataGlove

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Ackermann, Davis, McGee 26 INTERCHI’93 Tutorial Lowering the Barriers ______

There are many barriers which ______prevent people from being able to work on the hard problems which interest ______them. Some barriers include: the cost of ______the activity; the level of danger of the ac- tivity; the age, race, or gender restrictions; ______the physical requirements; or the fact that ______the tools, materials, or concepts are repre- sented in ways which are alienating. ______

Physical. Clearly, virtual reality technol- ______ogy has the potential to lower barriers ______which exist for the handicapped. The DataGlove, for example, is a lightweight ______glove which has a position/orientation sensor as well as fiber-optic cable which ______provides information about the position ______of each finger. The ability to use this in- put device to control a wide variety of de- ______vices can provide enormous freedom for individuals who are bed-ridden or are ______paralyzed—as can position/orientation ______trackers for the eyes. ______Age. Many of the reasons why it takes so long for people to “grow old enough” to ______participate in society stem from the nature ______of the tools and materials they have access to. The future opportunity for very ______young people to communicate and work with others via the personal computer ______seems inevitable. We feel, however, that ______this is only the beginning. In March of 1993, we hosted a panel discussion under ______the heading VR for 2-Year Olds: Designing a Future Learning Environment. The ______emphasis here was on seriously exploring ______which barriers to social and intellectual participation could be lowered or ______eliminated through the use of this technology.

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Technology Barrier: The Polhemus Tracker

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Ackermann, Davis, McGee 28 INTERCHI’93 Tutorial Technology Barriers ______We are all familiar with the limitations of technological development. ______To use a mundane example, untold hours ______of the preparation of this very tutorial manual were spent waiting for scanned ______images to scroll on a screen. Machines are always too slow, have too little storage, ______and only do what we tell them to do ______instead of what we mean for them to do. ______However, the example of waiting ______for scanned images serves a double purpose. It is both an example of how the ______technology is too primitive ("low-tech"), but it is also an example of how the ______technology is too advanced ("high-tech"). ______It is too high-tech because the capability of scanned images tempts us to suffer ______many hours of exasperation when a simpler, more low-tech approach such as ______drawing and Xeroxing might be more ______appropriate. ______We always trade off between advantages of a technology as it stands in ______relation to what it has effectively replaced ______and the disadvantages of what it is not yet able—or may never be able—to do. ______

The Polhemus Tracker is just one ______of several competing position/orientation ______trackers. Where other systems use mechanical, optical, or ultrasonic ______methods, the Polhemus Tracker generates a magnetic field. However, magnetic ______sensors—unlike mechanical systems— ______have a problem with accuracy. Mechanical systems, on the other hand, ______are usually unwieldy.

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Play: The Future of Telepresence

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Play ______We believe that some of the greatest changes that will come from ______human-computer interaction will result from the ability to play in ways that were ______previously impossible. ______

Most of us living in the post- ______industrial West separate work and play. This distinction is partly the result of the ______spatial separation of work, school, and ______home—a separation that has been a reality for most people since the print ______revolution. However, computational ______media are beginning to make this separation less and less necessary. Not ______only will the new media bring these activities back together, they will ______contribute to a process of actually ______redefining the activities themselves. ______In fact, the concept of "telepresence"—where individuals don ______full-body suits and remotely operate ______robots or equipment—might someday stand the paradigm which replaces ______school. Rather than having medical students learn about operating by using ______one medium and actually do it in another, ______we might see the two media converge into one, thereby eliminating unnecessary ______intermediaries and providing tools for working on the hard and interesting ______problems. ______

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Virtual Reality

and

Learning

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Virtual Reality and Learning

Ackermann-Davis-McGee MIT Media Laboratory

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Ackermann, Davis, McGee 34 INTERCHI’93 Tutorial The most fundamental subjective experience is the extension of Self thrown into the object ______focused, accommodating one's own self to ______'become' the object itself. (Sayeki 1989) ______

Human development is a history of successive ______emergences from embeddedness in order to ______relate better. (Kegan 1982) ______

All intention wants to complete itself in ______saying. ______(Merleau-Ponty 1962) ______

These three quotes capture a ______paradox which is central to our concern ______about VR and learning. The first talks about the importance of immersing ______oneself in the object of inquiry; the second talks about the growth as successive ______emergences from embeddedness, the ______third talks about people's need to recast their experience—the cognitive dance ______between diving-in and stepping-back. ______

Piaget defined intelligence as adap- ______tation, or the ability to maintain a balance between stability and change, closure and ______openness, tradition and innovation, or, in ______his own words, between assimilation and accommodation. Becoming-one with a ______phenomenon (getting immersed) may lead to a momentary sense of loss ______(drifting away from oneself) but allows ______for change and innovation (openness to variations). Imposing one's order upon ______the world may lead to momentary sepa- ration (setting boundaries) but allows for ______the building of cognitive invariants (or the ______ability to grant the world an existence beyond one's current relation with it). ______

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KNOWING

• To know is to relate

• To relate is to interact

Ackermann-Davis-McGee MIT Media Laboratory

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Ackermann, Davis, McGee 36 INTERCHI’93 Tutorial Kegan defines human development as "a history of successive emergence from embeddedness ______[differentiation] in order to relate better [integration]." ______

In Kegan's model people grow by ______traveling through a succession of cycles during which they attempt to resolve an ______endless tension between embeddedness ______and emergence from embeddedness. ______This model is useful for rethinking cognitive development. ______

In the beginning of a cycle, one ______could say our relation to people and things is fusional: we are (embedded in) ______them. ______Then comes a time when we want ______to remove ourselves from our experience, and to encapsulate it in some kind of ______description or model. We step back, and we tell ourselves and others what we ______have done (through words, scribbles or ______rituals). ______Once the model is built, or the description achieved, it gains a life of its ______own, and can be addressed as if it were "not me." ______

From then on, a new cycle can ______begin, because as soon as the dialogue ______gets started (between me and my artifact), the stage is set for new and deeper ______connectedness and understanding. And then my relation to the artifact is fusional: ______I am (embedded in) it.... ______This cycling back and forth deeply punctuates our interactions with the ______world, and determines our way of ______knowing and of growing.

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INTERACTING

• To negotiate engagement

• To regulate exchange

• To adjust boundaries

Ackermann-Davis-McGee MIT Media Laboratory

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Ackermann, Davis, McGee 38 INTERCHI’93 Tutorial Many developmental theories assert the superiority of abstract over concrete thinking; for example, Piaget ______states that children become progressively detached from the world of concrete ______objects and local contingencies, gradually ______becoming able to mentally manipulate symbolic objects within the realm of ______hypothetical worlds. ______However, in recent years, an ______increasing number of psychologists and cognitive scientists have come to the view ______that knowledge is essentially situated and ______thus should not be thought of as detached from the situations in which it is ______constructed and actualized. ______This growing interest in the idea of ______situated knowledge, or knowledge as it lives and grows in context, is leading ______many researchers to look at idiosyncrasies in people's ways of thinking, to analyze ______individual and group interactions with, ______and descriptions of, specific situations, and to study how these interactions and ______descriptions evolve over time. ______We believe that people develop ______preferences for connectedness or separa- tion, depending on their relationship to ______the object of inquiry at given times in given situations. And when preferences ______dominate over time they turn into "styles" ______(different ways of knowing). ______This is not to say that styles are rigid. People do, through external sup- ______port or by themselves, generally learn to ______displace dominances, modify ways of set- ting boundaries, and control exchanges, ______and thus, enrich their interactions with the world.

Ackermann, Davis, McGee 39 INTERCHI’93 Tutorial

LEARNING

• To learn is to get to know better

• To get to know better is to relate more closely

• To relate more closely is to optimize engagement and exchange

Ackermann-Davis-McGee MIT Media Laboratory

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Ackermann, Davis, McGee 40 INTERCHI’93 Tutorial

In this section, I address the apparent paradox of learning "through ______becoming other yet remaining oneself" by ______contrasting Piaget's constructivism and Papert's contructionism. Piaget and ______Papert each represent strong views in the debate between decontextualized and ______situated approaches to knowledge ______acquisition. At the same time, they share enough common background for a ______comparison to be useful. ______

As mentioned earlier, Piaget views ______development as a triumphant march from the concrete to the abstract. To him, ______separation through progressive ______decentration is a necessary step toward reaching deeper understanding. ______

Papert, on the other side, thinks ______that diving into unknown situations, at ______the cost of experiencing a momentary sense of loss, is a crucial part of learning ______(see excerpt on Constructionism in the Reprinted Papers). Only when a learner ______has adopted different perspectives by ______actually traveling through a world, can one begin to integrate pieces of local ______knowledge and initially incompatible experiences. ______My claim is that both "diving in" and "stepping back" are equally important ______in getting the cognitive dance going. People cannot learn from their experience ______as long as they are totally immersed in it. ______There comes a time when one needs to translate the experience into a description ______or model, and then, to address it again to regain intimacy. ______

Ackermann, Davis, McGee 41 INTERCHI’93 Tutorial

MEDIATED EXPERIENCE

• Interacting is not (always) direct manipulation of real objects

• Objects are not (always) physical

Ackermann-Davis-McGee MIT Media Laboratory

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Ackermann, Davis, McGee 42 INTERCHI’93 Tutorial Indeed, interaction is not (always) direct manipulation of physical objects. ______There are times when people act directly, yet on symbolic objects, and ______other times, when they act symbolically, yet on physical objects. There are even ______times when they refrain from acting ______altogether, by running scenarios in their head, or thinking (internalized action). ______

______By mediating their intervention through the use of models, simulations, ______and other transitional spaces, people become able to both explore real issues in ______make-believe worlds, and play around ______with virtual or make-believe objects through "real" manipulation. ______

Far from distancing the subject ______from personal experience, such a ______mediation allows a closer, more direct, and personal exploration of intangible ______ideas. It provides a way to make intangible ideas tangible. ______

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Ackermann, Davis, McGee 43 INTERCHI’93 Tutorial

PRETENSE AND PLAY

• To explore "real" issues in virtual worlds

• To play with virtual objects through "real" manipulation

Ackermann-Davis-McGee MIT Media Laboratory

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Ackermann, Davis, McGee 44 INTERCHI’93 Tutorial Play is an important part of learning, and learning is an important ______part of play. ______

It is indispensable to a child's affective and ______intellectual equilibrium that he has available to him an area of activity whose motivation is ______not adaptation to reality but, on the contrary, ______assimilation of reality to the self, without coercions and sanctions. ______(Piaget 1962) ______Winnicott calls "transitional ______objects" the spaces, people, and objects that lend themselves to the child's ______assimilatory exploration. ______We cannot ignore...an intermediate area of ______experiencing, to which inner reality and external life both contribute. It is an area that ______is not challenged, because no claim is made on its behalf except that it shall exist as a resting ______place for the individual engaged in the ______perceptual human task of keeping inner and outer reality separate yet interrelated. ______(Winnicott 1971, p. 2). ______Virtual worlds are important not ______because of the resemblance to the real world (verisimilitude), but because they ______provide rich transitional spaces for active ______exploration. In these spaces, people can transform their world by transforming ______themselves. ______

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Leverage Points

for the

Design and Evaluation

of

Virtual Realities

Ackermann, Davis, McGee 47 INTERCHI’93 Tutorial Leverage Points for VR Design

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Ackermann, Davis, McGee 48 INTERCHI’93 Tutorial The leverage points provide us with a way of assessing systems. ______Archimedes said, “If I had a lever long enough, I could move the world.” In ______the face of talk about bandwidth, storage, processing, 3D computer graphics, ______datagloves, datasuits and all the technical ______jargon and trappings of virtual reality research and hype, the question we need ______to ask is where is the leverage? How can ______we as designers and users of virtual technologies develop a set of leverage ______points which will enable us to design and evaluate these technologies, not only or ______solely from a “technical” perspective, but ______from the perspective of our everyday experience, from our encounter with ______objects, symbols, the world, and other people. ______

______When a medium is new, the ways in which we can approach studying and ______developing this medium are also nascent. Virtual reality is a work in progress and ______the methodologies for designing and ______evaluating it are still in the exploratory phase. It is not yet time for ultimate ______systems of classification, taxonomies, and dictionaries. So we take a very different ______approach. By playing with systems of ______categorization and taxonomy, by using them as generative engines for exploring ______the parameters and effects of examples of virtual phenomena, we build a working ______vocabulary for talking about what can ______give us leverage. This tutorial is an exercise in that kind of play. ______

We touch upon five different ______leverage points and dive into one in ______particular: transformation.

Ackermann, Davis, McGee 49 INTERCHI’93 Tutorial Main Leverage Points

• Transformation • Immersion/Point of View • Verisimilitude (the realer the better?) • Perceptual/Symbolic Modalities • Societies of Minds

Ackermann-Davis-McGee MIT Media Laboratory

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Ackermann, Davis, McGee 50 INTERCHI’93 Tutorial We gain leverage by being able to ask new types of questions in our en- ______counter with virtual technology. ______

Transformation. To what extent does an ______activity transform the agent or object of the activity? What traces does it leave in ______the world? What kinds of transformation ______are afforded by an object? ______Immersion/Point of View. What is your ______relationship to a field of activity? Are you immersed (the world being everywhere ______you look), or is the world an object which you can stand outside of? What is your ______stance in the world, your point-of-view? ______Do you look out from your own eyes at the world (1st person), look at yourself as ______another (3rd person), or look at another as yourself (2nd person)? ______

______Verisimilitude. Is greater realism always better? Or does the ability to model ______imaginary and computational properties, things which could never exist in the ______physical world, enable us to gain deeper ______understanding of phenomena? ______Perceptual/Symbolic Modalities. Which senses are engaged in our experience? ______How might they intercommunicate? In ______symbolic manipulations, is the object a thing, a representation of a thing, a make- ______believe object, a sign, or a symbol? ______Societies of Minds. Who is an agent? ______What is me and not-me? Is an agent singular or multiple? What agents am I ______made of? Am I extended, prosthetized, cyborgized through distributing my ______activity and identity across multiple ______agents and processes? ______

Ackermann, Davis, McGee 51 INTERCHI’93 Tutorial TRANSFORMATION

• Objects of Transformations • Transformations • Properties of Transformations

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Ackermann, Davis, McGee 52 INTERCHI’93 Tutorial Why is transformation a useful concept? ______We think about transformation as ______bi-directional, as a system with feedback in which an agent through its activity in ______the world transforms an object. Through the process of transforming the object the ______agent transforms itself. ______

______Agent Transformation Object ______

______What makes virtual reality so interesting is the potential to have greater ______control not just over what kind of objects we transform, but of the properties of the ______transformations themselves. ______

What does it mean to talk about the ______properties of transformations? Are these ______properties of the transformation itself or of the state of the transformed object? ______Transformations become accessible to us in that they become tangible or object-like. ______To become tangible, transformations must ______be recorded. A recording of the activity of transformation must be left behind as a ______tangible trace. Recording is what allows a process to become an object which itself ______can be transformed. Transformations are ______recorded either in the object of transformation itself, which bears the ______trace of the transformation as a record of its own history (like the erosion of a ______mountainside over millennia), or the ______transformation is recorded in some other medium (like a film or a computer ______simulation of a process which can be replayed and altered). ______

Ackermann, Davis, McGee 53 INTERCHI’93 Tutorial TRANSFORMATION

Objects of Transformations: • Physical Objects • Mental Objects • Processes

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Ackermann, Davis, McGee 54 INTERCHI’93 Tutorial It is useful to distinguish different objects, like the famous shoe phone of types of objects of transformations. The Maxwell Smart. most familiar are transformations of physical objects. For example, we can ______transform a banana with our bodies in ______many ways: picking it, peeling it, eating it, digesting it, giving it back to the earth. ______

We also can transform mental ob- ______jects: I can remember a banana I saw in ______Grenada; in remembering it I can trans- form my image of it into other things re- ______sembling bananas. Many of the transfor- mations that I can perform on mental ob- ______jects are variations or extensions of trans- ______formations of physical objects. Yet, there exist a variety of transformations of men- ______tal objects which cannot be performed in the physical world. Freud, in the ______Interpretation of Dreams (Freud 1982), ______talks about displacement and condensa- tion of the dream material. The transfor- ______mations of symbolic material in poetry and rhetoric also provide a rich set of ex- ______amples (metaphor, metonymy, synec- ______doche, analogy, etc.) ______Computational media greatly fa- cilitate our ability to transform processes ______as objects. In object-oriented program- ______ming and in the black-boxing of proce- dures which procedural abstraction al- ______lows, procedures become objects which can be transformed by other procedures. ______

______Transformations can also create hybrids of physical objects, mental ob- ______jects, and procedural objects. For exam- ple, a child playing with a banana can ______transform this physical object into a vir- ______tual one by using it as a phone. And this process itself can become an object of ______transformation by being applied to other ______

Ackermann, Davis, McGee 55 INTERCHI’93 Tutorial TRANSFORMATION

Transformations: • Copy/Paste/Cut/Erase... • Divide/Compose... • Substitute/Invert... • ...

Ackermann-Davis-McGee MIT Media Laboratory

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Ackermann, Davis, McGee 56 INTERCHI’93 Tutorial Virtual technologies allow us to combine and play with transformations of ______physical, mental and procedural objects. _____Rap The computer has already made some physical transformations much easier and music______changed our relationship to the physical world. For example, words can be ______transformed through copy, cut, paste, and ______erase without using carbons, scissors, glue or white-out. Because we have the ability ______to work with words in a virtual rather ______than a physical manifestation, we begin to think about transforming other physical ______scratch objects into virtual ones. For example, with a CAD/CAM system, we move back video______and forth between manipulations of ______physical and virtual objects.

This is a prelude to transformations ______which enable virtual/imaginary objects to ______be manipulated physically. Virtual reali- ty’s most significant contribution may be ______its ability to make the objects of the imagination tangible and shareable. ______Examples of these types of transforma- ______compilation tions abound in children’s play. A stick becomes a magic wand. A broom be- films______comes a hobby horse. A corrugated box becomes a TV. These are examples of one ______of the most powerful types of transforma- ______tion—one which VR may make even more powerful—bricolage. A bricoleur, as dis- ______photo composit- cussed by Derrida, citing Levi-Strauss, is “someone who uses the ‘means at hand,’ ing______that is, the instruments he finds at his dis- ______position around him, those which are al- ready there, which had not been specially ______conceived with an eye to the operation for which they are to be used and to which ______using a coke one tries by trial and error to adapt them, can______not hesitating to change them whenever it appears necessary, or to try several of ______for a doorstop them at once, even if their form and their origin are heterogeneous—and so forth.” ______(Derrida 1978)

Ackermann, Davis, McGee 57 INTERCHI’93 Tutorial TRANSFORMATION

Properties of Transformations: • Durability • Accessibility • Propagation in a System • Transformability

Ackermann-Davis-McGee MIT Media Laboratory

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Ackermann, Davis, McGee 58 INTERCHI’93 Tutorial Virtual reality allows us to play with the properties of transformations in ______ways not possible in the physical world. ______We have identified four properties of transformations which enable us to think ______about the design and evaluation of virtual realities in terms of the experiences they ______afford. ______

Durability refers to the extension ______in time and space of a transformation. ______

Accessibility addresses the ______permissions and conventions which govern transformations. ______

______Propagation in a system outlines the effects of transformations on the ______environments in which they take place. ______Transformability is the self- ______reflexive, recursive step—the ability to apply transformations to transformations ______themselves. ______

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Ackermann, Davis, McGee 59 INTERCHI’93 Tutorial Properties of Transformations

Durability: • Time • Space

Ackermann-Davis-McGee MIT Media Laboratory

______

Ackermann, Davis, McGee 60 INTERCHI’93 Tutorial The ability to render transforma- tions temporally durable has played a ______major role in human history. The ______invention of writing can be thought of as the achievement of temporal durability ______for ephemeral acts of oral communication. Interestingly, the temporal durability of ______language attained through writing is ______made possible by transforming an ephemeral phenomenon into a temporally ______and spatially durable one. ______

It is somewhat difficult to think ______about the notion of spatial durability because durability is fundamentally a ______temporal property. The correlate of ______durability for space is extension. ______Transformations become spatially durable, that is have extension in space, ______when they become tangible and ______perceptible. One can think of the distinction between visible and invisible, ______material and immaterial, physical and mental as properties of transformations ______which have or do not have spatial ______durability. ______

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Ackermann, Davis, McGee 61 INTERCHI’93 Tutorial Properties of Transformations

Accessibility: • Permissions • Conventions • To Self • To Others

Ackermann-Davis-McGee MIT Media Laboratory

______

Ackermann, Davis, McGee 62 INTERCHI’93 Tutorial Accessibility is governed by social rules and conventions. A useful example for thinking about accessibility of ______transformations is a file system. ______Permissions control our ability to transform certain objects as well as our ______access to knowledge about transforma- tions. A file can be readable and write- ______able by me, but not writeable to others. It ______may not even be readable to others such that the effects of my transforming the ______document through editing are hidden ______from people lacking certain permissions.

______Conventions enable us to under- stand the protocols which people use ______when transforming objects, and make the effects of transformations intelligible to ______us. For example, in the Macintosh in- ______terface, users must learn the convention that dragging a disk icon onto the trash ______can icon does not result in the disk being “trashed” but in its being ejected from the ______disk drive. ______Through the intricate intertwining ______of permissions and conventions, we make transformations accessible both to our- ______selves and to others. In our current social world we have constructed zones and ______boundaries of varying access—a topogra- ______phy of accessibility—which VR technol- ogy could actually transform. We see the ______beginnings of this in virtual communities on the Internet and the increasing number ______of public access computer networks. In ______these virtual environments identity can be bracketed and reframed in such a way as ______to provide access which our physical and social world does not: heated philosophi- ______cal debates between 10 year-olds and 60 ______year-olds, gender swapping on phone-sex party lines, and even electronic mail ac- ______cess to President Clinton’s White House.

Ackermann, Davis, McGee 63 INTERCHI’93 Tutorial Properties of Transformations

Propagation in a System: • Propagations • none • local • global

Ackermann-Davis-McGee MIT Media Laboratory

______

Ackermann, Davis, McGee 64 INTERCHI’93 Tutorial Another of the properties of transformation which virtual technologies ______can radically alter is the propagation of a ______transformation in the environment in which it takes place. A simple way to ______conceptualize propagation is to think about what happens to the surface of a ______pond when a pebble is dropped in it. The ______local ripples surrounding the pebble propagate outward to create a global ______effect. Other types of propagation of ______physical phenomena are the domino effect in which the fall of one domino ______causes all the others to fall as well. We can think of propagations in a system on a ______continuum from none to local to global. ______

None. We have all had the ______experience of transforming one of our own text files by adding a few lines to it. ______Such a transformation does not usually ______propagate at all. ______Local. Limiting the propagation of a transformation to having only local ______effects can be essential to the functioning ______of a system. The idea of modularity and boundaries which contain propagation ______enable a whole range of systems from sophisticated, multi-part computer ______programs to urban life to function (in ______urban life, many activities go on simultaneously in adjacent spaces, but ______their only local propagations enable people to live and work together without ______functioning always as one community). ______

Global. We call transformations ______with global propagation, those which bring about wide-spread changes. A ______familiar example from computer ______programming is the notion of a global variable whose value is accessible to all ______parts of the program.

Ackermann, Davis, McGee 65 INTERCHI’93 Tutorial Properties of Transformations

Propagation in a System: • Systems • dynamic/static • modular/uniform • self-regulating/non-self-regulating

Ackermann-Davis-McGee MIT Media Laboratory

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Ackermann, Davis, McGee 66 INTERCHI’93 Tutorial Systems, in which transformations propagate, can have various underlying ______properties which afford different types of ______interactions, transformations, and experi- ences. ______

Static systems don't change, ______whereas dynamic systems can change or be changed. Examples of static systems ______include crystal lattices, inert gases, grids, ______materials at absolute zero, and certain so- cial and political philosophies. ______

Dynamic systems can have a ______steady-state, evolve, cycle, or decay. ______Transformations can affect changes in dy- namic systems, or make static systems ______into dynamic ones. Examples include economic cycles, organisms, and ecologi- ______cal systems. ______Modular systems have reusable ______parts with specific differentiated functions which can be used to construct new sys- ______tems. LEGO and object-oriented program are examples of modular systems. ______

Uniform systems may have highly ______dynamic, yet homogeneous components. ______For example, uniform cellular automata can exhibit highly dynamic phenomena. ______

Self-regulating systems involve ______feedback which results in dynamically changing but stable state. For example, a ______thermostat is a self-regulating system ______which maintains a stable temperature. ______Non-self-regulating systems have no feedback, only linear causality. ______Examples include machines which trans- fer force but do not have feedback, like a ______lever, or systems which transfer informa- ______tion but do not have feedback, like bu- reaucracies.

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Transformability: • Irreversible • Reversible

Ackermann-Davis-McGee MIT Media Laboratory

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Ackermann, Davis, McGee 68 INTERCHI’93 Tutorial One of the unique properties of vir- tual media is that they enable us to trans- form transformations. Hence, a salient ______property of transformation is its own ______transformability. As in the imagination, virtual reality affords the possibility of re- ______versing a transformation. ______In the physical world, many trans- formations are irreversible: aging, ______burning love letters, digesting chocolate, and breaking mirrors, etc. Our sense of ______what is dangerous and forbidden may be ______deeply tied to the avoidance of those transformations which are irreversible. ______In virtual worlds, all transforma- ______tions are at least potentially reversible. Not only can things be pre-visualized as ______in architectural design but the effects of transformations can be undone, at least in ______theory, ad infinitum. As designers, we ______are often faced with a tension between the desire to allow individuals to “undo” ______their transformations and the computa- tional expense of maintaining enough ______state information to make this possible. ______Virtual worlds afford a new kind of transformation that is both reversible ______and irreversible in that one ______transformation can in turn transform another. A transformation can even be ______used to transform itself. For example, if I motion-blur an image in Adobe ______Photoshop®, I can then motion-blur the ______result of having transformed the image initially. This ability to transform trans- ______formations is akin to the power of recur- sion in computer programming lan- ______guages. Recursion gains its power from ______the ability to apply a transformation to the result of having applied the same trans- ______formation to the result of having applied the same transformation to the result of ______having applied...

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Thinking about VR in terms of the transformations it enables, rather than in terms of the technologies it offers, gives us leverage in the design and evaluation of VR.

Ackermann-Davis-McGee MIT Media Laboratory

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Ackermann, Davis, McGee 70 INTERCHI’93 Tutorial We are playing with this rough and wild taxonomy of transformation. We ______seek to gain leverage in the design and ______evaluation of virtual realties by means of this play. The main challenges in VR ______research are not really technical ones. Instead we face the challenge of creating ______frameworks for thinking about and ______designing the affordances of virtual technologies. ______

______By paying close attention to the role of virtuality in everyday life, in our ______dreams, our fictions, and other forms of symbolic play, we can begin to create an ______inventory of these and related ______phenomena. By playing with such an inventory, we want to get a feeling for ______how virtual reality technology might transform our current experiences of ______virtuality, and our ways of transforming ______the world around us and each other. Therefore, we will construct together an ______inventory of virtual phenomena with which we can play out various scenarios, ______establish new connections and ______interrelationships, examine similarities and differences, and gain leverage in our ______effort to design and evaluate virtual realities. ______We hope that our leverage points will act as spring boards to helps us move ______the world. ______

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Exercise I:

Generating an Inventory

of

Virtual Phenomena

Ackermann, Davis, McGee 73 INTERCHI’93 Tutorial

Ackermann, Davis, McGee 74 INTERCHI’93 Tutorial

In order to develop a working familiarity with the leverage points:

1) We will now form small groups.

2) Each group will select one individual to be the reporter.

3) As Marc goes through the leverage points, each group will quickly generate examples of corresponding virtual phenomena.

Ackermann, Davis, McGee 75 INTERCHI’93 Tutorial Leverage Points: Virtual Phenomena:

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Ackermann, Davis, McGee 76 INTERCHI’93 Tutorial Leverage Points: Virtual Phenomena:

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Ackermann, Davis, McGee 77 INTERCHI’93 Tutorial Leverage Points: Virtual Phenomena:

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Ackermann, Davis, McGee 78 INTERCHI’93 Tutorial

The Matrix

Ackermann, Davis, McGee 79 INTERCHI’93 Tutorial Transformation/Tech Matrix

High Tech

Low High Trans Trans

Low Tech

Ackermann-Davis-McGee MIT Media Laboratory

______

Ackermann, Davis, McGee 80 INTERCHI’93 Tutorial

The matrix provides us with a way ______of thinking about a centrally important ______concept: transformation. Our ability to transform our environments is one of the ______most fundamental when it comes to evaluating the worth of a particular set of ______tools, the richness and value of a ______particular environment, or the degree to which our interaction is interesting and ______engaging. ______

Re-classification is a game we play ______to shake up our routinized associations and patterns of thought about ______phenomena. By introducing this matrix ______we are constructing a scaffolding not an edifice: it is something to help us play and ______construct new things, not a result, but the beginning of a process. Placing virtual ______phenomena in relation with each other on ______this simple matrix enables of new relationships, similarities, and differences ______to emerge, and offers new possibilities for transformations of these phenomena and ______new ways of thinking about them. ______

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Exercise II:

Situating Virtual Phenomena

within the

Matrix

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In order to play with our inventories of virtual phenomena we situate some examples within the Transformation/Tech Matrix:

1) Each group selects 3 of the examples of virtual phenomena generated in Exercise I. Select those which you find particularly interesting or unusual or useful.

2) Write each selected example on one notecard.

3) After selecting the 3 examples, a member from each group will come to the board and situate the notecards within the Transformation/Tech Matrix.

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Design Example

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The tutorial facilitators will now select one example from the board and move it into each of the other three quadrants of the Matrix. By playing with the location of this virtual phenomenon we will sketch out how it might be redesigned in relation to the changes in its level of technology and its transformative power.

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Exercise III:

Small Group Design Exercise

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As the facilitators demonstrated in the previous design example, each group will imagine possible design variations of one example as they move it within the Transformation/Tech Matrix. By focusing in this way on the qualities of one virtual phenomenon, we seek to enrich our understanding of the design of virtual realities:

1) Choosing from the examples on the board, each group spends 20 minutes redesigning one example so that it will fit into the three other quadrants. In other words, if the group chooses an example which is high-tech/low- transformation, the design problem is to envision how it might change if it was high-tech/high-transformation, low-tech/low-transformation, or low-tech/high trans- formation.

2) At the end of the 20 minutes, each group will present the results of their design session.

3) We will conclude the tutorial with a group discussion of the design sessions.

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Conclusions

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Our purpose, in conducting this tutorial is twofold:

1) We hope that participants play with and thereby transform the boundaries of what they think virtual realities are, or might be, by comparing and contrasting a range of familiar and less familiar examples of virtual phenomena drawn from their own experience.

2) We wish that each and every participant walks away with leverage points for assessing the qualities of virtual realities in terms of the experiences they afford. Our hope, too, is to open up the discourse and practice of human-computer interface design so as to enable people of non-technical backgrounds to have leverage in the design and evaluation of virtual realities.

For those of you who will be asked to “report” on this tutorial we suggest that the best way is to do the tutorial again with people in your organization—to engage again, with them, in the process of playing with and working out leverage points and exercises for the design and evaluation of virtual realities. What we hope you will take away from this tutorial is a greater facility with a process through which you may transform your relationship to virtual realities.

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References

Ackermann, Davis, McGee 99 INTERCHI’93 Tutorial Ackermann, Davis, McGee 100 INTERCHI’93 Tutorial Information Design

Heckel, P. Elements of Friendly Software Design. New York: Warner Books, 1984.

Laurel, Brenda (Ed.). The Art of Human-Computer Interface Design. Reading, Massachusetts: Addison-Wesley Publishing, 1990.

Tufte, Edward R. Envisioning Information. Cheshire, CT: Graphics Press, 1990.

Tufte, Edward R. The Visual Display of Quantitative Information. Cheshire, Connecticut: Graphics Press, 1983.

Wurman, Richard Saul. Information Anxiety. New York: Doubleday, 1989.

Designing Minds

Hofstadter, Douglas R. Gödel, Escher, Bach: An Eternal Golden Braid. New York: Vintage Books, 1979.

Minsky, Marvin. A Framework for Representing Knowledge. Massachusetts Institute of Technology Artificial Intelligence Laboratory, 1974. Memo 306.

Minsky, Marvin. Society of Mind. New York: Simon and Shuster, 1987.

Papert, Seymour. “Microworlds: Transforming Education.” In The Computer Culture, ed. Susan Evans and Peter Clark. White River Press, 1984.

Papert, Seymour. Mindstorms: Children, Computers, and Powerful Ideas. New York: Basic Books, Inc., 1980.

Winograd, Terry and Fernando Flores. Understading Computers and Cognition: A New Foundation for Design. Norword, New Jersey: Ablex Publication Corp., 1986.

Beyond Technocentrism

Heidegger, Martin. The Question Concerning Technology and Other Essays. New York: Garland, 1977.

Papert, Seymour. “A Critique of Technocentrism in Thinking About the School of the Future.” Epistemology & Learning Memo, MIT Media Laboratory (2 1990b):

Ackermann, Davis, McGee 101 INTERCHI’93 Tutorial Papert, Seymour. “Computer Criticism vs. Technocentric Thinking.” In Epistemology & Learning Memo, MIT Media Laboratory (1 1990a).

Empowerment

Burroughs, William. Nova Express. New York: Grove Press, 1962.

Illich, Ivan. Disabling Professions. Salem, NH: M. Boyars, 1977.

Lee, John A. “Three Paradigms of Childhood.” Canadian Review of Sociology and Anthropology 19 (4 1982):

Negroponte, Nicholas. Soft Architecture Machines. Cambridge, Massachusetts: MIT Press, 1975.

Negroponte, Nicholas. The Architecture Machine: Toward a More Human Environment. Cambridge, Massachusetts: MIT Press, 1970.

Symbolic Play

Barthes, Roland. Image Music Text. Translated by Stephen Heath. New York: Hill and Wang, 1977.

Bettelheim, B. The Uses of Enchantment: Meaning and Importance of Fairy Tales. New York: Vintage Books, 1975.

Bruner, J. Actual Minds, Possible Worlds. Cambridge: Harvard University Press, 1986.

Freud, Sigmund. Studienausgabe, Band I: Die Traumdeutung. Frankfurt am Main: Fischer Taschenbuch Verlag, 1982.

McLuhan, Marshall. Understanding Media: The Extensions of Man. New York: McGraw- Hill, 1965.

Merleau-Ponty, Maurice. Phenomenology of Perception. Translated by Colin Smith. International Library of Philosophy and Scientific Method, ed. Ted Honderich. London: Routledge & Kegan Paul, 1962.

Piaget, Jean. Play, Dreams, and Imitation in Childhood. New York: Norton, 1962.

Schwartzman, Helen. Transformations: The Anthropology of Children's Play. New York: Plenum Press, 1978.

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Winnicott, D.W. Playing and Reality. London & New York: Routledge, 1971.

Yawkey, Thomas, and Pellegrini, Anthony (Eds.) Child's Play: Developmental and Applied. Hillsdale, N.J.: Lawrence Erlbaum, 1984.

Communication

Carey, James W. Communication As Culture: Essays on Media and Society. Boston: Unwin Hyman, 1989.

McQuail, Denis. Communication. New York: Longman, 1984.

Sociality

Haraway, Donna Jeanne. Simians, Cyborgs, and Women: The Reinvention of Nature. New York: Routledge, 1991.

Lave, B. Rogoff & J. Everyday Cognition: Its Development in Social Context. Cambridge, MA: Harvard University Press, 1984.

Lave, Jean and Etienne Wenger. Situated Learning: Legitimate Peripherical Participation. Cambridge, MA: Cambridge University Press, 1991.

Oldenburg, Ray. The Great Good Place: Cafes, Coffee Shops, Community Centers, Beauty Parlors, General Stores, Bars, Hangouts, and How They Get You Through the Day. New York: Paragon House, 89.

Rogoff, Barbara and Jean Lave. Everyday Cognition: Its Development in Social Context. Cambridge, MA: Harvard University Press, 1984.

Sproull, Lee and Sara Kiesler. Connections: New Ways of Working in the Networked Organization. Cambridge, Masachusetts: The MIT Press, 1991.

Suchman, Lucy A. Plans and Situated Actions: The Problem of Human Machine Communication. Cambridge: Cambridge University Press, 1987.

Vygotsky, Lev Semyonovich. Mind In Society: The Development of Higher Psychological Processes. Cambridge, Massachusetts: Harvard University Press, 1978.

Wenger, J. Lave & E. Situated Learning: Legitimate Peripherical Participation. Cambridge, MA: Cambridge University Press, 1991.

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Visual Thinking

Arnheim, Rudolf. Visual Thinking. Berkeley: University of California Press, 1969.

Gombrich, E. H. Image and Code. ed. Wendy Steiner. Ann Arbor, MI: Horace H. Rackham School of Graduate Studies, 1981.

Gombrich, E. H. Symbolic Images. New York: Praeger, 1972.

Gombrich, Ernst Hans Josef. Art and Illusion: A Study in the Psychology of Pictorial Representation. second ed., New York: Pantheon Books, 1961.

Keates, J. S. Understanding Maps. New York: Longman, 1982.

Monmonier, Mark S. Maps, Distortion, and Meaning. Washington: Association of American Geographers, 1977.

West, Thomas G. In the Mind's Eye: Visual Thinkers, Gifted People With Learning Difficulties, Computer Images, and the Ironies of Creativity. Buffalo, NY: Prometheus Books, 1991.

Goffman, Erving. Frame Analysis: An Essay on the Organization of Experience. Cambridge, MA: Harvard University Press, 1974.

Saint-Martin, Fernande. Semiotics of Visual Language. Blommington: Indiana University Press, 1990.

Writing/Reading/Orality

Derrida, Jacques. Writing and Difference. Translated by Alan Bass. London: Routledge & Kegan Paul, 1978.

Gelb, I. J. A Study of Writing: A discussion of the general principles governing the use and evolution of writing. Chicago: University of Chicago Press, 1952.

Iser, Wolfgang. The Act of Reading: A Theory of Aesthetic Response. Baltimore, Maryland: The Johns Hopkins University Press, 1978.

Lord, Albert B. The Singer of Tales. Harvard Studies in Comparative Literature, ed. William Henry Shofield. Cambridge, Massachusetts: Harvard University Press, 1960.

Ackermann, Davis, McGee 104 INTERCHI’93 Tutorial McLuhan, Marshall. The Gutenberg Galaxy: The Making of Typographic Man. Toronto: University of Toronto Press, 1962.

Ong, Walter J. Orality and Literacy: The Technologizing of the Word. New Accents, London: Methuen, 1982.

Sampson, Geoffrey. Writing Systems: A Linguistic Introduction. Stanford, California: Stanford University Press, 1985.

Saussure, Ferdinand de. Course in General Linguistics. Translated by Wade Baskin. New York: McGraw-Hill, 1983.

Film

Andrew, Dudley. Concepts in Film Theory. Oxford: Oxford University Press, 1984.

Andrew, Dudley. The Major Film Theories: An Introduction. Oxford: Oxford University Press, 1976.

Barnouw, Erik. Documentary: A History of the Non-Fiction Film. revised ed., Oxford: Oxford University Press, 1983.

Bloch, Gilles R. From Concepts to Film Sequences. Yale University Department of Computer Science, 1987.

Bordwell, David and Thompson, Kristin. Film Art: An Introduction. 3rd ed., New York: McGraw-Hill Publishing Company, 1990.

Bordwell, David, Janet Staiger, and Kristin Thompson. The Classical Hollywood Cinema: Film Style and Mode of Production to 1960. New York: Columbia University Press, 1985.

Bordwell, David. Narration in the Fiction Film. Madison: University of Wisconsin Press, 1985.

Branigan, Edward. Narrative Comprehension and Film. Sightlines, ed. Edward Buscombe and Phil Rosen. London: Routledge, 1992.

Branigan, Edward. Point of View in the Cinema: A Theory of Narration and Subjectivity in Classical Film. New York: Mouton, 1984.

Ackermann, Davis, McGee 105 INTERCHI’93 Tutorial Burch, Noël. Theory of Film Practice. Translated by Helen R. Lane. Princeton: Princeton University Press, 1969.

Eisenstein, Sergei M. Film Form: Essays in Film Theory. Translated by Jay Leyda. San Diego: Harcourt Brace Jovanovich, Publishers, 1949.

Eisenstein, Sergei M. The Film Sense. Translated by Jay Leyda. San Diego: Harcourt Brace Jovanovich, Publishers, 1947.

Isenhour, John Preston. “The Effects of Context and Order in Film Editing.” AV Communications Review 23 (1 1975): 69 - 80.

Levaco, Ronald, (Ed.) Kuleshov on Film: Writings by Lev Kuleshov. Berkeley: University of California Press, 1974.

Metz, Christian. Film Language: A Semiotics of Cinema. Translated by Michael Taylor. Chicago: The University of Chicago Press, 1974.

Stempel, Tom. FrameWork: A History of Screenwriting in the American Film. New York: Continuum, 1988.

Weis, Elisabeth and Belton. John, (Eds.) Film Sound: Theory and Practice. New York: Columbia University Press, 1985.

Television

Fiske, John and Hartley, John. Reading Television. New Accents, ed. Terence Hawkes. London: Methuen, 1978.

Ulmer, Gregory L. Teletheory: Grammatology in the Age of Video. New York: Routledge , Chapman & Hall, Inc., 1989.

Multimedia

Ambron, Sueann and Hooper, Kristina (Eds.) Interactive Multimedia: Visions of Multimedia for Developers, Educators, and Information Providers. Redmond: Microsoft Press, 1988.

Bush, Vannevar. “As We May Think.” Atlantic Monthly 176 (July 1945): 101-108.

Ackermann, Davis, McGee 106 INTERCHI’93 Tutorial Davenport, Glorianna, Aguierre-Smith, Thomas, and Pincever, Natalio “Cinematic Primitives for Multimedia.” IEEE Computer Graphics and Applications 11.4 (July 1991): 67-75.

Davis, Marc. “Director's Workshop: Semantic Video Logging with Intelligent Icons.” In AAAI-91 Workshop on Intelligent Multimedia Interfaces in Anaheim, California, edited by Mark Maybury. pp. 122-132, Year.

Ueda, Hirotada, Takafumi Miayatake, and Satoshi Yoshizawa. “IMPACT: An Interactive Natural-Motion-Picture Dedicated Multimedia Authoring System.” In CHI '91 in New Orleans, Louisiana, ACM Press, 343 - 350, Year.

Weyer, Steve. “As We May Learn.” In Interactive Multimedia: Visions of Multimedia for Developers, Educators, and Information Providers, ed. Sueann Ambron and Kristina Hooper. 88-103. Redmond: Microsoft Press, 1988.

Virtual Reality

Aukstakalnis, Steve and David Blatner. Silicon Mirage: The Art and Science of Virtual Reality. Berkeley, California: Peachpit Press, 1992.

Baudrillard, Jean. Simulations. New York: Semiotext(e), 1983.

Benedikt, Michael, ed. Cyberspace: First Steps. Cambridge, MA: MIT Press, 1991.

Curtis, Pavel. “Mudding: Social Phenomena in Text-Based Virtual Realities.” Intertek 3.3 (1992): 26-34.

Eco, Umberto. Travels in Hyperreality. Translated by William Weaver. New York: Harcourt Brace Jovanovich, Publishers, 1983.

Pimentel, Ken and Teixeira, Kevin. Virtual Reality: Through the New Looking Glass. New York: Intel/Windcrest/McGraw-Hill, 1993.

Rheingold, Howard. Virtual Reality. New York: Simon & Schuster, 1991.

Stephenson, Neal. Snow Crash. New York: Bantam Books, 1992.

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Annotated Books for Learning and Virtual Reality

• Fox-Keller, E. (1983), A Feeling for the Organism: The Life and Work of Barbara Mc Clintock, New York: Freeman.

In her book on Nobel Prize Barbara Mc Clintock, Evelyn Fox-Keller eloquently shows that even "hard" science can be practiced the "soft" way, and that a rigorous scientific approach, as practiced by Barbara Mc Clintock, does not necessarily imply a removed, analytical, and purely abstract way of thinking.

• Kegan, R. (1982), The Evolving Self. Cambridge, MA: Harvard University Press.

In The Evolving Self, Kegan develops the view that becoming embedded and emerging from embeddedness are both essential to reaching deeper understanding of oneself and others. To Kegan, human development is a lifelong attempt on the part of the subject to resolve the tension between getting embedded and emerging from embeddedness. In a similar way, I think of cognitive growth as a lifelong attempt on the part of the subject to form and constantly reform some kind of balance between closeness and separation, openness and closure, mobility and stability, change and invariance.

• Olson, D. and Bruner, J. (1974) "Learning through Experience and Learning through Media". In Media and Symbols: The forms of expression, communication, and education. Olson (Ed). Chicago: University of Chicago Press, 125-150.

This paper addresses "the consequences of two types of experience which may be designated as direct experience and mediated experience, and analyses "their partial equivalence and differing potential roles in the intellectual development and acculturation of children." The authors claim that: "a clearer conception of the processes involved in direct experience ("learning-by-doing") will help to better examine the manner and extent to which mediated experience (or symbolic activity) ("doing-as-if"), may complement, elaborate, and substitute for that direct experience."

In the authors' view, learning through contingent experience is crucial and "may be facilitated through rearranging the environment to render the consequences of activity more obvious. Structured environments, simulations, toys, and automating devices of various sorts (microworlds) have the advantages of both extending the range of a child's experience and making the relations between events observable and otherwise comprehensible".

Ackermann, Davis, McGee 109 INTERCHI’93 Tutorial The authors further suggest that people not only construct and reconstruct their worlds (through action), but that they endlessly cast and recast their actions, to themselves and to others (through narration).

• Sayeki, Y. (1989) Anthropomorphic Epistemology, University of Tokyo (Unpublished Paper).

Sayeki challenges the largely held view among psychologists and educators, that anthropomorphism is a primitive or childish way of understanding natural phenomena, which causes many misconceptions or erroneous judgments. In contrast, the author claims that anthropomorphism underlies people's understanding of their environment, in all stages of development (including scientist's understanding of nature).

One of the most fundamental subjective experience is, in his view, people's ability to "throw themselves into the object focused", accommodating their own self to "become" the object itself. In Sayeki's words: "In almost every intellectual activity, such as seeing, knowing, and reasoning, there seems to exist an implicit agent who gets involved in some meaningful activity, and we put ourselves in position of such an agent. This agent, an extension of self, is the source of our activity of knowing, and will be called "kobito" (Japanese for "little person"). Anthropomorphic epistemology describes how people understand their environment in terms of their kobitos' activities.

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Reprinted Papers

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