Interdisciplinary Development of an Electronic Class and
Conference Room
Max Mühlhäuser
(University of Linz, Austria
max@tk.uni-linz.ac.at)
Abstract: This paper reports on the design and development
of an electronic classroom and conference room which was opened in the
city of Linz, Austria, in late 1996. This room was developed in a
multidisciplinary approach and contains several unique features. After
an introduction about the background, rationale for merging the
concepts of classroom and conference room, and an overview about the
four layers of the logical architecture, the paper emphasizes issues
associated with the facilities installed. Then the attention is drawn
upon a "consumables" layer which we propose to insert between such
facilities and the usual software tools. A brief overview of the
tools and contents layers completes the description.
1 Introduction
1.1 Background
In September 1996, the Telecooperation Group at the University of Linz
deployed the first version of CCF, a fully equipped facility to be
used as both a classroom and a business meeting venue. CCF stands for
class/conference room of the future; it is part of the Ars
Electronica Center, an exhibition and activity venue located in the
heart of Linz, capital of Upper Austria, a region which is considered
one of the so-called motors of Europe. The experience gained during
the planning and realization of CCF is of potential interest to other
groups intending to set up or enhance learning or meeting facilities. The integrated and interdisciplinary approach chosen is rather unique:
the project involved close cooperation not only of vendors and
university research, but also of architects, furniture designers,
networking and multimedia specialists, pedagogical experts, and end
users - teachers, learners, and users of meeting facilities. The
Telecooperation Group of the University of Linz was chartered with the
overall planning, project management, and core software
development. For heading this project, the author could draw from over
six years of experience with cooperative multimedia teaching concepts
gained during the management of project Nestor [Mühlhäuser
95].
1.2 The Convergence of Class and Conference Rooms
The CCF design assumes that future learning facilities and future
meeting facilities have much in common for the following reasons. Due
to ever shorter innovation turnaround times and mass amounts of
information produced, teachers will less than ever be able to master
an up-to-date subject matter completely. The out-dated model of
teachers being "vessels of knowledge" - pouring out their knowledge
onto the learners - thus becomes completely unrealistic, the
ubiquitous desire to overcome this model becomes a must. Teachers
become mediators, coaching the learners during their knowledge
acquisition, processing, and conveying activities. This new learning
style, similar to creative business meetings, may foster many
advantages: Page 694
- learners become more actively involved, a change which can raise
their motivation, understanding, and retention;
- they learn to learn (to acquire and process knowledge) and even
learn to "teach" (convey the knowledge to fellow learners), thus
acquiring skills which become ever more important in our work lives and
even private lives;
- since the new learning is composed of phases of active learning
and of mutual update, carried out in the net and with the help of
computers, it can be easily integrated with advanced CSCL
(computer-supported cooperative learning) approaches, implicitly
teaching cooperative work to the learners and thus again providing
skills which are in desperate need in modern societies.
Even in an open teleteaching setting where physical presence is not
required, mutual encounters and close non-mediated communication will
always remain important, so that a real, physically existing classroom
will remain essential. It will also remain a hub for access to "the
net", in average better equipped than individual workplaces. It was argued above that the abilities to acquire, process, and convey
knowledge in a networked setup represents a set of skills which are
increasingly crucial for ones private and work live. This increasing
importance is due to the new challenges in modern economies, in
particular
- lean organizational structures (demanding cooperation and
autonomous action) and
- global competition, markets, and ventures (on one hand demanding
telecooperation, on the other hand requiring rapid adaptation to new
developments, processes, approaches etc., i.e. requiring up-to-date
acquisition and sharing of knowledge).
In this emerging business context, creative meetings play an important
role. In such meetings, problems are structured and decomposed,
learning-like steps are performed either on-line in the team or partly
off-line (for instance by visiting a fair and reporting back to the
team). While for some of the meetings, remote colleagues, experts, or
educated teachers will join in over the net, the presence of a
physical conference facility remains important (as argued for
classrooms above). The value of physical encounter is not supposed to
fade away even as telemeeting technology matures. If classrooms and conference rooms (in the sense of meeting
facilities) merge like this, mediated cooperative learning experiences
at school can turn into live-long, just-in-time learning skills which
are applied throughout live. To summarize, we view the classroom of the future as a meeting
facility where the roles of teacher and learner become blurred, where
teams can access and acquire information electronically, communicate
locally and remotely over the net, and process and share the knowledge
gained in this process.
1.3 Overview
Figure 1 provides a brief overview of the four major layers of the CCF
logical architecture, coined as facilities, consumables, toolsets, and
curricula. These layers are reflected in the structure of this
paper. The components shown in the figure represent only those
ingredients which we identified as the most important ones. Even among
these, we will in the remainder concentrate on the ones for which we
believe that the rationale behind may be particular important for
readers involved in comparable projects. Page 695
Figure 1: CCF Logical Architecture
2 The Facilities Layer
2.1 Overall Architecture and Interior Design
Room geometry and partitioning: The basic geometry of the CCF is a
circle. Although this choice is believed to provide psychological
backup for our emphasis on demo-cratic, team-based working styles,
there are of course many practical reasons for which other similar
projects will want to adhere to the classical rectangular design. We
would not advocate the circle as a crucial design decision. Figure 2
shows a photograph of the core CCF; since it was taken during the
installation process, not all components are shown in their final
version (e.g., CRT monitors are shown instead of LCDs, see 2.3). Figure 3 shows the
floor plan of the electronic classroom. This abstract floor drawing is
taken from the explanation component of our management/operation
software and thus contains the icons assigned to the different
exhibits and parts of the floor. As the figure shows, there are a
number of "rooms" adjoint to the CCF. Since we emphasized a very open
overall setting, we did not separate them as truly closed rooms (apart
from the server room and stock which are not shown here), but designed
these parts as smaller and larger alcoves. Two of these alcoves are
integrated with the CCF: - The multimedia studio, conceived as the interface to the analog
world. As long as analog media (by which we mean anything from written
notes on paper to video cassettes) remain important, there will be a
variety of equipment interfacing to this analog world, such as
scanners, video encoders, audio digitizers, color printers etc. This
equipment will hardly ever be affordable and often not even needed at
every workplace. This is why we make it available in a separate
alcove.
- The extended living room, deliberately conceived as the extreme
alternative to an integrally designed CCF. The goal is to make
learners feel comfortable, almost at home. Long-lasting discussions
and privacy-demanding phases of thinking match badly with
ergonomically designed yet "antiseptic" workplaces of a typical
electronic classroom; for such working styles, we designed the
extended living room, equipped with couches and armchairs, laptops,
and a wall-mounted TV-like screen.
The alcoves in the CCF atrium represent special working styles that
would not and do not require separate physical workplaces. Rather,
these alcoves are a tribute to the role of the Ars Electronica Center
as a museum of the future. They are accessible to the Page 696
visitors even when classes or business meetings go on in the CCF
(separated by glass doors), exhibiting a small excerpt of what can be
done at a regular CCF workplace. At the same time, these exhibits can
be viewed as example components of the other layers shown in Figure 1 and discussed
later in the paper: VideoActors represent a consumable (layer 2, see
3.3), InteractiveTV
contains, among others, a teletext-indexed news database which is an
example of an elicitation tool (layer 3, see 4.1), and CoinMachine and WorldBeat
convey information about novel approaches to curricula (layer 4, see
4.2).  Figure 2: Snapshot of the CCF (monitors will be replaced by LCDs)
2.2 Configurable Desks
The desks have been specially designed for the CCF. The basic features
include: i) lockable wheels for quickly moving the desks between
different configurations; ii) trape-zoidal or rectangular shape,
respectively, in order to fit all configurations; iii) lockable
deskside PC rack, not interfering with leg movements; iv) a variety of
ergonomic aspects such as movable keyboard/mouse drawer, fastenings
for light, video camera, headset, etc. As these features suggest, a
major design decision was the introduction of variable
configurations. The desks can accommodate four plus one major setups:
- Roundtable, an oval (or circle, depending on the class size)
intended for democratic instructional setups, where all participants
shall have equal rank initially;
- Taskforces, up to three smaller groups (plus maybe groups working
at the alcoves) configured in an arc shape around one of the
"center-of-focus" devices (see 2.2).
- Telepresence, a U shaped configuration directly adjoining either
the electronic wall (see 2.2) or an interactive electronic
whiteboard. This configuration got its name from the intended use
where a remote class or remote participant(s) are projected onto the
wall or whiteboard. It may of course be used in local scenarios, too.
Page 697
- Mediation, where the tables are arranged in several rows like in a
traditional class-room. This configuration is kept in order to suit
conventional, rather ex-cathedra styles of instruction.
- In addition, there is Presentation, a setup where all tables are
moved to the niches of the CCF and replaced by comfortable
armchairs. This configuration is not intended for teaching, but for
cinema-like uses of the CCF related to the museum charter of the Ars
Electronica Center.
Figure 3: CCF floor plan
2.3 Cooperative Peripherals
Electronic classrooms are often designed under the implicit assumption
that networked PCs become the center of focus for the learners. Thus
either each learner uses a PC or they share one in pairs, and the
teacher uses one, too. From our experience with creative cooperative
meetings, we are convinced that this assumption is the most
fundamental error of today's electronic classroom designs. Individual
PCs are not wrong but insufficient. Rather, we believe that the
traditional "center-of-focus" devices, such as blackboards, overhead
projectors etc., have to be replaced by electronic equivalents. By
center-of-focus we mean "everything that should draw the common
attention of all learners", may it be a presentation, the keyword list
during brainstorming, notes about the current status of a creative
meeting, the slides of an expert joining in, a video pan of a peer
remote class, a combination of these, or whatever. Considering both
today's technology and the changes expected with electronic
classrooms, not all requirements can be matched yet by a single
device. The next three sections provide further details.
2.3.1 The need for interactive electronic whiteboards
A vital and stimulating "social protocol" can be observed in front of
a traditional whiteboard when small teams develop a concept during a
creative meeting; in order to Page 698
conserve this important social protocol, computers or tables must not
be introduced as barriers; instead, interactive, pen-based electronic
whiteboards must be used. They have to merge the paradigms of drawing
board and pen/touch sensitive computer screen. Most important, remote
peer classes (maybe equipped with their own electronic whiteboard)
and local and remote PC users can share the virtual whiteboard
software that runs on the CCF-based boards. Several suitable products are on the market, maybe the most well-known
one being the [Elrod et al. 92]. Liveboards come as fully equipped PCs connected to
an LCD projector, rear-projecting onto a pen-sensitive
surface. Different pens yields different colors when moved over the
projection surface or act as mouse-like pens. The whole is designed as
a ready-made furniture. For the CCF, we preferred a competing product
called
(//www.smarttech.com). Smartboards exist in several sizes and can
either be purchased as entire systems or assembled from
Smartboard-specific parts (pen/tray, sensitive whiteboard surface,
connection kit and software, plus optional mirror and stand) plus
separately purchased PC, projector and furniture. We wanted to
configure and negotiate PC and projector separately and integrate the
boards with our holistic CCF furniture design. In addition, the
advantages of the Smartboard solution (such as finger sensitivity,
software for creative
techniques, good integration with , optional coupling with computers and workstations) were given higher weights than the
advantages of the solution
(such as writing without touching, recognition of boardmarker "colors"
even if more than one marker is taken out of the tray, well-integrated
hand-writing recognition support).
2.3.2 The need for multiple center-of-focus devices
For conventional ex-cathedra instruction, the use of a single set of
wall-mounted blackboards is appropriate since the teacher is conveying
the information between blackboard and learners. However, more
democratic or coached configurations like round-tables introduce what
we call the gooseneck-syndrome: some of the learners always sit with
their back facing the whiteboard; on the other hand, it is just these
learners who have the shortest, obstacle-free access to the
whiteboard, another kind of asymmetry. With electronic classrooms,
this disadvantage of democratic setups can be compensated for if two
synchronized electronic whiteboards are used. The CCF implements
this concept and is going to evaluate it in more detail. As we wanted to support center-of-focus devices even in the "teamwork"
configu- ration described above, we ended up designing three such
devices at different walls, one of them serving yet another purpose as
discussed right below.
2.3.3 Advantage and feasibility of large electronic walls
In contrast to blackboards, today's interactive electronic whiteboards
cannot be easily raised and lowered, nor stacked on top of one another
as sliding "slices". In addition, even state-of-the-art pen sensing
with a resolution of about 3000 by 2000 dots does not yet yield the
density and granularity of boardmarker strokes that would equal the
non-electronic peers. As a consequence, an electronic whiteboard
cannot present as much information at a time as a traditional set of
blackboards. In part, the computer-based nature of the device
compensates for this drawback since learners can copy and keep older
contents and since scrollable regions on the board can simulate
endless drawing space. Nevertheless, the at-a-glance display of larger
amounts of information is a Page 699
requirement which we consider important, even more so since the
computer heart of electronic center-of-focus devices gives them the
potential to display a variety of media and representations at the
same time (think of the handwriting used to develop a formula,
complemented by computer output of the corresponding algebraic curve
and by natural phenomena which yield corresponding geometric forms). Surveying the current state of technology, we found a reasonable
solution to this problem: the family of stackable back-projection modules (//www.seufert.de; North
America: //www.sv-systems.com). These devices can be stacked almost seamless,
yielding a single computer display where the resolution scales up with
the number of modules. A single module has a resolution of either 640
by 480 or 1024 by 768 pixels. The stability and sharpness of the
picture are excellent since the framebuffer of the computer is
directly used to address the transistors on the projected LCD display,
i.e. the LCD pixels. (Note that usually, the framebuffer is translated
into an analog RGB signal for computer monitors, translated back into
digitial information inside the LCD logic.) We found that avoiding
this "signal detour", the lower resolution Overview-mX module yields
an appearance that can otherwise be found with high resolution LCD
projectors only. In particular, we found Overview-mX to be superior to
all known RGB beamer solutions for a number of reasons: i) the
resolution scales up with the electronic wall size; ii) module depth
remains constant of course, making back projection feasible for large
size walls; iii) all-digital LCD addressing yields a stable picture so
that no disturbing flickering effects have to be suffered when sitting
or working directly in front of the wall (not to speak of radiation);
iv) the picture can be clearly seen even from extremely sloping
view-angles. The last two advantages are extremely important since we
want to be able to move the desks almost adjoint to the electronic
wall in the "telepresence" configuration (see 2.2) when we project remote peer classes
on the wall. The Overview-mX system comes with a custom VLSI designed controller
acting as an X window server connected to the Ethernet. Since most of
the CCF is based on , we
had to find a solution for mapping MS Windows onto . While Xserver software for
Windows is available from a variety of vendors, there are only few
products working the other way round. We found to be a viable solution for this purpose. As to the overall economic feasibility, electronic walls are still
fairly expensive (the CCF design was restricted to a four-module
solution for budgetary reasons), while the prices for interactive
electronic whiteboards are declining considerably. Today,
cost-effective solutions are available for about the price of four
PCs.
2.4 Networked Workplaces
2.4.1 Operating System Trade-Offs
There was an endless discussion about which of the three major
operating system alternatives to use, , or an
flavor. In the end, our
multiple roles - as a hub for austrian schools, as a peer in European
and international electronic classroom projects, and as a testbed from
which to draw for mass deployment of solutions tried out in the CCF -
made us decide in favor of an MS Windows flavor. We have to stress
that no conclusions whatsoever should be drawn from this decision
regarding functionality and ease-of-use relative to the other
choices. Many of our soft-ware tools will run under different flavors
of MS Windows (W3.11, W95, NT) and in Page 700
fact, most of our CCF workplaces are ready to boot different operating
systems, even Linux (with more considerable restrictions as to the
software tool compatibility). The mainstream offering, however, is
Windows NT. Its stability and, in particular, superior multitasking
and security features match well with our management/operation tools
(see 4.1) which, e.g., need to control other operating system
processes remotely. The decision in favor of NT also lead to two major
drawbacks: i) compared to the other flavors, NT is known to be
resource-devouring; ii) since we strive to use leading-edge
technology, we find that due to market considerations, third-party
vendors would usually offer NT drivers for interface cards and
peripherals way after the release of drivers for other flavors. We are using NT on our workplace and alcove PCs. In addition we use a
DEC Alpha under UNIX for interfacing to the UNIX world, as a local
file and video server, for managing the X server for the electronic
wall, and for special compute-intensive tasks. Two more PCs are needed
for the Smartboards, and we dedicated another PC to the electronic
wall (running NTrigue and acting as an NT and CD-ROM server).
2.4.2 Issues of Portability and Monitors
We are currently using PCs
with three multimedia peripherals (sound card, framegrabber card for
analog video I/O, and MPEG-based decompression board), high-speed
networking (see below) and, of course, graphics card and disk
controller. The detailed decisions about the core PC hardware will
not be discussed here in detail, lacking durable value to the
readers. Only two key arguments are to be shared here: the
deskside/laptop issue and the monitor issue. The price gap between
desktop/deskside PCs and laptops is going to last for the foreseeable
future. As a result, any given budget will yield more power and
functionality using non portable hardware. We followed this rationale
and use only a few laptops for the extended living-room and field
excursions and for pen-controlling the electronic wall. We use
deskside PCs in order not to occupy any of the restricted desktop
space of our movable desks. Further advantages over laptops include
higher modularity (in the light of rapidly evolving multimedia
peripherals) and sufficient number of expansion slots. As to the monitors, we argue much in favor of LCD monitors despite
their cost. Standard CRT monitors render an electronic classroom much
too technology-laden. Even worse, there is a placement dilemma. If
CRTs are placed on the desk in the center of focus, they considerably
hinder non-mediated conversation between local users, violating one of
the most crucial design rules "get the technology out of the way". If
they are lowered considerably, a whole set of minor problems comes up
like inappropriate viewing angles, glaring interference with
workplace lighting, static and overall design problems with movable
desks, etc. We did not find a satisfying solution here and advocate
the upcoming generation of 14" LCD monitors. They can be easily moved
on the desk according to the preferences of differently aged and sized
learners, they are very much lower than 17" CRT monitors plus
pedestals (to which they compare with respect to viewing comfort),
and they can even be easily inclined for longer-lasting non mediated
discussions. Resuming from above, one might argue that standard PCs plus 14" LCD
monitors sum up to the price of a laptop. However, we found that
laptops with at least 12" LCDs and sufficient deskside expansion slots
were extremely expensive, and did not even find a viable solution for
the expansion cards we needed. Page 701
2.4.3 The Need for Two Different Networking Concepts
ATM-to-the-desk. Whereas the CCF will surely have to follow the
rapidly evolving PC technology and replace many deskside components in
the future, we tried to install a more long-lasting network
solution. After a short interim period with switched 100 Mbit/sec
Ethernet (100BaseTX, more precisely), we are about to switch to ATM
OC-3 i.e. 155 Mbit/sec (Fast Ethernet will be used elsewhere in the
center). The CCF is directly connected to metropolitan, federal and
European ATM. We count on ATM-to-the-desktop despite the fact that for
quite some time to come, classical IP and standard Internet protocols
will be run on top of the ATM layers. During this period, we will not
even fully exploit the available bandwidth since it will hardly be
sustained by deskside hardware and applications. Even worse, today's
ATM layers do not exploit many of the features that ATM was invented
for (so-called permanent virtual circuits - still the only viable
solution in many public ATM offerings - do not exploit the asynchrony
and statistical multiplexing characteristics of ATM). However, we hope
to be prepared for two more phases to come: an interim phase where
dedicated ATM-aware applications exploit the bandwidth (for video
conferencing, in particular), and the phase of maturity of ATM where
both the ATM layers and the layers above make full use of the ATM
potential. We are convinced that by then, ATM-to-the-desk will rule
out each alternative. Using Internet/ATM today, we can freely
interconnect the desktop video camera and audio (which is
headset-based in order to avoid acoustic "pollution" in the
class-room) among one another and with external classrooms and remote
participants. ISDN-to-the-classroom: Networking for electronic classrooms suffers
from a problem that is not technology-bound: the telecom tariff
structure in western economies. Since truly affordable high-speed
tariffs would ruin the (low-speed, but technically related) telephone
business, cashcow of every telecom, this dilemma is going to last for
quite some time, despite increasing deregulation and competition
especially in Europe. This means that ATM and any other high-bandwidth
solutions will remain restricted to local and regional networks and to
special use cases. To account for this situation, we installed an
ISDN-based solution, too, linked to what we call room audio and room
video. We believe that the limited bandwidth and inherently
point-to-point nature of ISDN propose to link the entire electronic
classroom to the outside world rather than individual desktops. The
room audio installation uses a portable light-weight microphone plus
a movable microphone on a tripod. The latter can be remote controlled,
e.g., by the carrier of the portable microphone. All room audio input
can be sensed and fed into the network independently by the three PCs
adjoint to our cooperative peripherals. Any one of these can be
assigned as ISDN hub. This PC feeds back audio from the network into
the room speaker system (coming from peer classrooms and/or remote
learners or experts). Room video works similarly. There is one camera
mounted above the electronic wall for which zoom and swivel can be
controlled by our dedicated classroom operation/management
software. An automatic tracking function can be used in order to
follow a presenter moving around in the classroom. The cameras
located beneath the Smartboards can only be hand-adjusted at present. Of course there is the question of why we do not feed the audio/video
of individual desks into ISDN. We would indeed like to implement the
so-called video-follows-audio function present in typical ISDN MCUs
(multipoint control units, a term defined in the context of the
standard for ISDN-based videoconferencing, T.120: typically owned by
the network provider, MCUs connect to all conference participants,
receive a video stream from each of them, but transmit back to all
participants only one or few Page 702
- identical - video streams; many MCUs are capable of transmitting
always the video stream of the current speaker). The reason why we
implemented only the room audio/video solution instead is as follows:
ISDN-based videoconferencing delivers decent quality only if the
on-board H.261 compression support of ISDN videoconferencing
solutions is used. For the time being, we have not found an easy
solution for transmitting H.261 hardware-compressed video from an
arbitrary (changing) desk to the ISDN public network. All viable
solutions are very cost-intensive (one might equip each PC with an
ISDN card and set up an expensive local MCU; or one might use
additional analog wiring to connect each desk to a single ISDN hub and
use computer-controlled analog mixing/multiplexing equipment).
3 Consumables for Electronic Classrooms
Computer-Aided learning (CAL) requires software tools just like
traditional teaching requires tools and means. But ready-made and
well-designed school books are not the only means used in the
educational practice: much of a teacher's uniqueness and distinction
and much of what makes lessons interesting come from the individual
touch of teaching styles and teaching material. Multimedia based CAL
buries a high risk of reducing this individual touch since the
development of instructional material becomes extremely cost and labor
intensive and requires expertise in different fields (multimedia CDs
are usually developed by teams of experts). This problem is aggravated
by the expectations associated with the keyword multimedia, raised by
million-dollar developments from the film and entertainment industry,
hard to double by a single teacher. Due to these considerations,
teachers are inclined to using nothing but highly sophisticated,
purchased instructional material, e.g., based on multimedia CD-ROMs. In conventional schools, individual teaching styles and material are
based on "consumables" such as chalk, photocopies, and transparencies,
and on a wide variety of commodities and consumables for setting up
experiments in natural science disciplines. We believe that current CAL research pays too little attention to the
computing equivalents of such consumables. In order to make individual
development of instructional material feasible for teachers, they must
be able to draw from highly customizable, but easy to assemble
components, and from templates that come with sophisticated editors
for customization. Due to the early state of the art, the following
sections can only describe some of the consumables needed for
electronic classrooms. (Of course, "consumable" is only a metaphor
here since software is an unlimited resource.)
3.1 Videoactors
In order to render multimedia documents attractive and instructive,
animated characters are often used. One field of application is
context-sensitive help, found in an increasing number of commercial
software products. There, the characters walk over the screen, point
at a given part of a computer window (e.g., a button, menu, etc.), and
explain its signification using digitized voice output or text in
balloons. Animated characters like this may be used for many other
purposes, such as on-line handbooks and on-line learning material,
multimedia presentations etc. However, drawing such animated characters and making them behave as
required in a given context requires expert designers and multimedia
programmers, and usually considerable time and budget. VideoActors
reduce this task to a couple of mouse clicks in a Page 703
tool called VideoActors Editor. If a user (teacher) wants to augment a
multimedia presentation or software with VideoActors, he has to
perform the following steps in this editor: i) select the desired
character from a set of prebuilt ones; ii) identify the first atomic
action that this character shall carry out, selecting again from a set
of prebuilt one such as "walk", "point", "talk"; iii) provide
parameters for the action, such as the trajectory to walk along (via
mouse clicks); iv) repeat the preceding two steps for subsequent
atomic actions until all elements of a coherent animation are
provided. At the end, the system automatically compiles a Videoactor,
i.e. cartoon film as specified (in fact, Video-Actors are a special
kind of movie). The result
has to be linked to the desired part of the multimedia presentation or
software. This functionality requires building blocks (set of walking steps, set
of arm movements and many more) to be prebuilt such that
concatenating and superimposing them yields smooth operation of the
VideoActors. Digital blueboxing is used in order to superimpose the
underlying screen windows with the moving VideoActors. Blueboxing
means that the building blocks of the VideoActors are drawn on a blue
background which indicates to the superimposition software which parts
of the video rectangle on the screen become transparent and let the
actual computer screen "shine through". Figure 4 shows two
VideoActors, of course only as a snapshot of an actual animation (the
character chosen symbolizes the Upper Austrian special dish
"Knödel"). VideoActors are a sample set of consumables, showing how the
individual development of attractive and sophisticated multimedia
may become affordable. Of course, this advantage comes at the price of
restricted choices, but there is still ample room for individual
customization. Figure 4: VideoActor snapshot (sample use of "consumables")Page 704
3.2 Instructional Objects
A library of customizable object classes for the development of
instructional material is under way, drawing from work carried out in
the afore-mentioned predecessor project Nestor and in a European
project called Demos in which the CCF participates. Since this
development is still ongoing and will last for some time to come, we
will only briefly describe the four categories of instructional
objects:
- Learning-World objects: we are developing building-blocks for a
virtual learning environment, based on a virtual world where learners
can participate in forums and discussions, access information sources,
and insert actors as their own substitutes.
- Cooperation objects: drawing from the projects mentioned, an
object library and method are built which support the creation of
cooperative instructional material. The rationale is twofold: i)
Serious cooperation among and with learners can hardly be realized
using only off-the-shelf cooperation tools that are unaware of the
course of learning, task assignments, etc.; thus, cooperation must be
customized and built into teaching material. ii) Building
cooperation-aware material is tedious; thus, cooperation objects and
development methods are needed to simplify matters.
- Instructional transaction (IT) objects: interactive instructional
material is composed of small steps that are often called IT. For a
canonical set of such IT types, we want to offer a library of IT
objects in the CCF. Most CAL authoring tools on the market offer a set
of IT types plus means for assembling them in a "flow-chart" like
manner into a course of instruction. We want to decouple the IT types
(as an object library) from the process that drives the course of
instruction. For the latter, we propose an approach which i) combines
rule-based and procedural aspects; ii) covers an explicit design phase
preceding the "implementation" steps; and iii) enforces an overall
instructional strategy. This approach, called WebStyle, is described
in 3.3.
- Multimodal objects: for this library under construction, we
leverage off an object-oriented approach to the development of
multimodal user interfaces [Gellersen 95]. Based on this approach,
teachers can develop instructional material which can interfere with
different modalities. The term modality denotes a "way of
interaction", such as by using handwriting-based metaphors or by
combining several I/O channels (a famous example is the combination of
speech and mouse input for "put-that-there": command names are spoken,
operators are pointed out).
As to the last category mentioned, a preconfigured example of a novel
modality is shown in the CCF atrium, in an exhibit called Gestures:
this exhibit uses natural human-computer interaction, based on hand
gestures. The user's hand is input using a simple desktop camera, like
the ones used at the CCF desks. Hand contour and position, and the
type of hand gesture are detected using sophisticated recognition
techniques. For the fundamental algorithms used, see [Broeckl-Fox
95]. Visitors drive a simple arc-and-bow game for illustration
purposes. In the context of the multimodal object library,
gesture-based interaction will become one of the choices. Such objects
may, for instance, be integrated in presentation management software
for the electronic wall.
3.3 WebStyles
When subject matter experts consider the use of an electronic
classroom, they often realize that they are not sufficiently familiar
with the discipline of instructional design Page 705
[Gagné et al. 92], let alone with rapid advancements in this
discipline. Such advancements are related to the use of computers and
focus on autonomy [Dickinson 95], to an emphasis on cooperation
[Mühlhäuser, Rüdebusch 94], and to the use of new means
like WWW [Ibrahim, Franklin 95]. The WebStyle approach tries to compensate for this problem by offering
prebuilt instructional strategies in the form of so-called hypermedia
document types. Since the idea of a hypermedia document type is not
yet very popular, we will briefly sketch it here. The initial idea is
that characteristics of a whole set (or family) of Hypertext documents
can be commonly described in a type. In the CAL context, such a type
may correspond to a particular instructional strategy. Among other
things, the type defines which kinds of hypertext elements (nodes and
links) make up a strategy-compliant hypertext document and how they
may and may not be assembled. Using the WebStyle approach, these
properties are defined by specifying mandatory, optional, alternative,
and repetitive elements (and configurations) of a type-compliant
hypertext document. The use of a WebStyle leads to a common look and feel of the set of
documents derived from a common type. Much more important, it allows
sophisticated navigation and guidance as well as sophisticated user
models to be programmed in a reusable way as part of the WebStyle,
based on a combination of rule-based and procedural approaches. All
this can be inherited when a hypermedia document instance is derived
from a type. In terms of consumables, the following scenario describes the
simplification and reusability gained for an author (teacher): trying
to edit comprehensive instructional material, she selects the
particular WebStyle that represents the most suitable instructional
strategy (explorative, game-based, directed, cooperative and other
categories may exist). A WebStyle editor guides her during the task of
mapping contents and media onto a WebStyle-compliant hypermedia
document. Thereby, the rules and procedures for navigation support and
user modeling are (for the most part) automatically inserted into the
document, as defined in the WebStyle. Note that the notion of
hypertext navigation as used here is much more sophisticated than what
explorative WWW browsers usually offer; on the other hand, the
WebStyle approach is a WWW-compliant extension to the so-called
PreScript concept developed in the context of project Nestor. For a
more detailed discussion we refer to [Richartz, Mühlhäuser
93].
4 Tools and Curricula
4.1 Educational Toolsets
The possible tools for an electronic classroom form and endless
list. The whole literature about instructional, CSCW, management,
authoring, multimedia and other tools might be cited here. Since this
layer of our logical architecture is subject to world-wide discussions
and research and development, we do not need to stress it here. We
just want to draw the reader's attention at the following categories
of tools which we included in our initial CCF setup - and to the fact
that for some of them, an astonishingly low number of corresponding
off-the-shelf solutions exists, so that tools had to be developed by
ourselves.
- Elicitation and authoring tools: Hypermedia/multimedia browsing
and authoring tools represent a key category here for which
off-the-shelf solutions are widely available. Among others, the
browser, , and single-media editors like figure on our shopping list herePage 706
today, but the fast moving market may suggest other decisions
tomorrow. An example of an elicitation tool that is not readily
available in other electronic class-rooms is demonstrated in our
InteractiveTV exhibit. The exhibit is intended to show a pathway from
upcoming digital TV to more advanced interactive TV solutions. As part of this exhibit, we developed a TV news database based on the
daily news feature of the austrian broadcasting company, ORF. Along
with the news, teletext-based subtitles are broadcast, intended for
hearing impaired. These subtitles are retrieved with a PC teletext
decoder and stored as a computer-readable, text-based index to the
individual news clips (digitized and stored on disk, too). This news
database with text-based front-end can be automatically updated on a
daily basis. CCF trial uses have already shown the importance of
elicitation tools like this one and like the Internet personal news
tool PCN (//www.pointcast.com).
- Cooperation and operation tools: Myriads of cooperation and
videoconferencing aids are on the market, but many issues of quality,
interoperability, and sophisticated LAN-WAN-LAN multicast
(cf. [Boyer 96]) are still open. In order to suit different
scenarios of use, we have to rely on different solutions like the
mbone tool suite [Macedonia, Brutzman 94] for multicast conferencing,
CU-SeeMe [Dorcey 95] for star-configured Internet conferencing, and
for ISDN.These videoconferencing tools are complemented by facilities for
so-called application sharing (multiplexing the I/O of arbitrary
software onto multiple desks) and for joint editing. By the time this
article is written, several tools for these two purposes are in use,
no final choice has been made; interested readers should contact the
author for more information. The above is complemented by two tools developed by ourselves. One of
them is PinUp, an enhanced electronic whiteboard software capable of
recording the evolution of whiteboard sketches over time. Using this
tool, the evolution of a sketch (a cooperative design, for instance)
becomes revisable like a video. PinUp allows the introduction of
scrollable regions, even nested ones, everywhere on the board. In
contrast to most existing whiteboard tools, it supports
object-oriented (instead of raster) graphics and thus offers more
sophisticated manipulation of sketches. Written in , it can be
well integrated with other -based assets. The second home-grown tool fights the most important nuisance
identified in the tool layer: today, a teacher must have system
manager skills in order to control the cooperative use of tools (such
as application-sharing, whiteboard, or videoconferencing
facilities). To compensate for this lack, an easy-to-use group
management system GMS is developed with a graphics/picture based
interface. GMS supports desk identification via topological position
(of course only for desks local to the CCF, supporting all
configurations discussed in 2.2), user photograph, or easy-to-remember graphical desk
icon (instead of Internet address). Using a point-and-click
inter-face, authorized users can assign and manage groups and relate
tools to individuals or groups for videoconferencing, joint editing,
task assignment, and so on. - Instructional design tools: In order for teachers, authors, or
presenters to plan multimedia courseware or presentations, tools like
storyboard design aids, time planners, instructional design editors,
and feedback evaluation tools are needed. Today, a teacher must
usually rely on general-purpose solutions like software development
tools and project planning tools. For the CCF, instructional design
specific planning tools are under development, based on the WebStyle
concept mentioned in 3.3.
Page 707
4.2 Curricula
Early on in the project, we included content development and curricula
planning in our integrated approach. It was indeed crucial to elicit
user requirements in a dialogue between the CCF project team, authors,
and end users (teachers, learners), and to have teaching material
available in time. However, we found that despite the technical
expertise found among teachers, a deep understanding of the new
possibilities offered by advanced electronic classrooms did not exist
and could not be sufficiently conveyed via "theoretical" instruction. In order to fight this problem, the researchers from the
telecooperation group had to develop "tangible examples". More
precisely, two sample contents - in the form of exhibits for CCF
alcoves - and a feature video were developed which illustrate a subset
of how electronic classrooms can be used:
- The CoinMachine alcove shows a LegoLogo installation including a
train, a conveying system, and other parts. It represents a
(high-level, visual) programming task. The program to be quickly
assembled by the user drives the installation up to either successful
termination (a coin is released) or program error; in the latter case,
the reason is discussed and a new trial is offered. We advocate the
possibility to develop computer-controlled models since they provide
tangible computing experience [Yelland 93]. The CCF can be equipped
with up to twelve sets of LegoLogo building blocks, connected to the
CCF PCs, where similar projects can be carried out.
- The WorldBeat computer music installation shows that, using two
Bucla Lightning virtual batons (//www.buchla.com), even unexperienced
users can quickly produce aesthetic music (by playing instruments or
directing an orchestra). In one of the WorldBeat modules for instance,
the basic parameters of a blues scheme, like groove, tempo, and bass
movement can be set, a solo instrument can be picked, and then the
blues harmonic scheme is used for accompanying the solo instrument
played by the learner. The learner uses the batons as if she would
strike an invisible vibra-phone. The novelty lies in the fact that at
any given time, the computer offers only those notes on the vibraphone
which fit with the accompanying background. On one hand, this "you
can't play wrong" kind of module offers a new, instantaneous way of
performing music with the computer and peer players. On the other
hand, it leads to the pedagogically interesting topic of what makes up
aesthetic music. A whole world of music-related issues and topics is
accessed through this easy-to-use door, all in one providing an
extensive curricular cycle about music.
- While CoinMachine and WorldBeat demonstrate the importance of
tangible and audible feedback and of quick and easy access to a deep
subject, many other visions discussed in this paper and rendered
possible in the CCF cannot be conveyed by an exhibit. Therefore, a
feature video was assembled. It shows how a test class treated the
subject "our solar system" and used many of the afore-mentioned tools
and consumables in a coordinated way. Emphasis was put on the
interdisciplinary effects (during the class, issues were raised that
pertain to history, biology, math, and physics); the example also
illustrates very well how cooperation, knowledge elicitation, and even
teaching skills are acquired as a "side effect".
In conclusion, we can summarize our experience about curricular use as
follows:
- Early involvement of users provides valuable input to system
requirements.
Page 708
- Early inclusion of content develop ment yields an electronic
classroom which is not only usable in principle, but actually used. In
our case, "project packages" were developed for the initial contents
developed. It comprises on-line and paper-based material to be used in
preparation of the CCF use, during its use, and afterwards. Apart
from few examples (see below), the first "wave" of contents cannot be
expected to fully exploit the possibilities of an electronic
classroom.
- User involvement does not replace the need of a clear,
far-reaching vision of the developers of electronic classrooms, and
"theoretical" information about advanced uses of electronic classrooms
cannot replace sample demonstrations.
By the time this article is written, the CCF has just opened to the
public, so that no experience about working with remote peer
classrooms exists. This should change in the context of the Demos
project and of an Internet-wide music-related activity started.
5 Conclusion
An unexpected conclusion must be drawn from this report about the CCF
classroom of the future: the most important change required does not
concern hardware or software, but the roles of the humans using it. If
these new roles are assumed, future electronic classrooms become hubs
for cooperative knowledge elicitation. In the envisioned setup, classrooms have a lot in common with meeting
rooms. Learners team up - locally and remotely - in order to find,
process, and convey information. Subject matters become
interdisciplinary; cooperation and knowledge elicitation skills are a
key concern, acquired as a side-effect while other subject matters are
treated. Teachers become more similar to coaches and cannot draw
learners' respect from an information advantage any more. A four-layer architecture was proposed to accommodate these
changes. Some of the key issues in these layers can be summarized as
follows:
- For the facilities layer, we emphasize center-of-focus devices
which replace conventional blackboards. A flexible desk configuration,
LCD screens, and a network that supports both information access and
telecooperation are suggested. "Minor" issues like tariffs or cabling
become key concerns.
- The consumables layer is largely under-estimated in the state of
the art, but strongly required if the creative role of teachers is to
be maintained. Multimedia development aids like VideoActors, a variety
of instructional objects, and re-usable instructional strategies (in
the form of WebStyles) are proposed as important composites of this
layer.
- While the toolsets layer has received a lot of attention in
international R&D, some important tools are still missing, like
easy-to-use operating aids for electronic classrooms; others, like
videoconferencing tools, are not yet sufficiently mature.
- For the curricula layer, early user participation was considered
crucial. However, it turned out to be difficult to convey the vision
of future electronic classrooms to the users before the room as such
was available. Therefore, sample contents were developed. They
emphasize the above-mentioned new roles of teachers and learners, as
well as "tangible and audible" feedback in the form of easy and
successful early contact with the subject matter (cf. WorldBeat and
CoinMachine).
Page 709
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