From Chasqui to Chasqui II: an Evolution in the Conceptualization
of Virtual Objects
Antonio Navarro
(Departamento de Sistemas Informáticos y Programación, UCM,
Spain
anavarro@sip.ucm.es)
José Luis Sierra
(Departamento de Sistemas Informáticos y Programación,
UCM, Spain
jlsierra@sip.ucm.es)
Alfredo Fernández-Valmayor
(Departamento de Sistemas Informáticos y Programación, UCM,
Spain
alfredo@sip.ucm.es)
Héctor Hernanz
(Telefonica I+D, Spain
hhd@tid.es)
Abstract: This paper describes the evolution experienced by the
concept of virtual object. This concept has evolved in the context
of several e-learning projects developed by the Software Engineering
and Artificial Intelligence (ISIA) group at the Complutense University
of Madrid (UCM). The initial goal of the first of these projects, the
Chasqui Project, was to facilitate the didactic and scientific use
of real objects belonging to the Archaeology Museum of the Department
of American History II at this University. As a concept intended for
organizing learning and scientific information, the concept of virtual
object has undergone an important transformation as it has been applied
to two other projects: the virtualization of the Museum of the History
of Computing at the School of Computer Science at the same university,
and the Chasqui II project, an improved version of the first Chasqui,
which is now under development by the ISIA group and the Telefónica
I+D corporation.
Keywords: e-learning, virtual object, learning object, virtual
museum, LCMS, virtual campus, authoring tool, web services, LOM, SCORM,
IMS
Categories: K.3.0, K.3.1, K.3.2
1 Introduction
The work presented in this paper is based on the lessons learned during
the development of several e-learning projects focused on the usability
and educational accessibility of real objects belonging to two museums
at the Complutense University of Madrid (UCM): the Antonio Ballesteros
Archaeology Museum at the Department of American History II
and the José García Santesmases Museum of the History
of Computing at the School of Computer Science.
The Antonio Ballesteros museum has several hundred archaeological
and ethnographical objects from different American cultures. The process
of identification, classification and analysis of these objects varies
depending on various factors.
This department also has an archaeology laboratory and a rich variety
of documentary resources such as libraries of graphics and documents (field
logs, excavation diaries, slides, analyses and object profiles of the archaeological
sites). However, due to their economic and scientific value and in order
to prevent damage to these objects, the access to all this material is
very restricted and can only take place with the simultaneous presence
of teachers and students. In this context, the e-learning project Chasqui1
[Fernández-Valmayor, 03][Chasqui]
was proposed. Chasqui was a project developed jointly by the aforementioned
department and the Department of Computer Systems and Programming
at the same university. The main goal of this project was to let researchers,
teachers and students get online access to all the material in the museum,
and gradually to the material in the laboratory and document libraries
as well.
The success of the Chasqui virtual museum among both teachers
and students was the main reason to start a new project, initially of similar
characteristics, for the José García Santesmases museum
[MIGS]. This museum about the history of computing
is housed at the Computer Science School and it exhibits several
machines developed at the UCM between 1950 and 1975, some commercial computers
that were used at the computation center of the university beginning in
1968, and other equipment donated by the university, private individuals
and other institutions. The museum also has different types of documentary
material, such as manuals, photos and research logs of the pioneers of
computer science at the UCM. Most of these objects have great pedagogical
value because they represent a comprehensive perspective of the evolution
of computer science in Spain. However, educational access to the material
exhibited in the museum is difficult because of the characteristics of
this museum. Firstly, the equipment is located inside glass cabinets with
informative cards that only describe some of their characteristics. Secondly,
the museum does not have staff to provide additional information about
the equipment. Finally, there are no leaflets about the equipment, and
only a small part of all the documentary material that the museum has is
exhibited in glass cabinets. In this context, and inspired by the Chasqui
project, a project for the virtualization of this museum was proposed.
The rest of this paper is organized as follows: section
2 presents the concept of virtual object as it was defined and used
in the first Chasqui project. Section 3 presents
the evolution experienced by the concept as a result of the development
of the José Garcia Santesmases virtual museum. Section
4 describes the most recent changes the concept has experienced, and
the work under development to integrate virtual objects with authoring
tools based on IMS specifications [IMS, 04]. Section
5 presents related work. Finally, section 6
presents some conclusions and future work.
1Chasqui means messenger in
Quechua, the language spoken in the Inca
Empire.
2 Virtualization of the Antonio Ballesteros
Museum of Archaeology: Virtual Objects
At its first stage, the main goal of the Chasqui project was
the virtualization of the objects belonging to the Antonio Ballesteros
Museum of Archaeology. However, as the project evolved, the target of the
process of virtualization has been not only the objects of the museum but
also objects from other sections of the department, such as the laboratory
and the graphic and documentary libraries with technical reports and documents
produced by department researchers, instructors, and students. From an
educational point of view, the main assumption of the project was that
all the aforementioned objects and resources have great pedagogical value
that cannot be used in an efficient manner due to the restrictions posed
on their access.

Figure 1: The Chasqui virtual museum
To facilitate the access of teachers and students to this material,
the development of a software application called the Chasqui system was
proposed (Figure 1). The main requisite of this application
was to provide simple access to all the resources in the department, thus
enabling the exploitation of all the educational and information potential
of these resources. The application was initially conceived as a virtual
museum annexed to the real museum of the department, but as the design
and development of the application evolved, it turned into a tool which
can handle not only the information about the objects but can also help
to study and establish the relations among them.
The main concept underlying the design of the Chasqui system
is the concept of virtual object [Fernández-Valmayor,
03][Sierra, 05]. In essence, a virtual object
is a digital object that is composed of (Figure 2):
- A set of data that describes all the physical and/or conceptual
characteristics of the real object which can be of some educational value
or which can be potentially useful for its scientific study. This set of
characteristics is partitioned in subsets of related characteristics called
cards.
- A set of metadata that describes and classifies the object from
the learning point of view. In Chasqui, this metadata is described
using a subset of standard Learning Object Metadata (LOM) [LOM,
02].
- A set of resources, which is a collection of virtual
representations of some aspect, conceptual or physical, of the
object. In Chasqui, these resources are digital files of a
different nature: text, image, audio or video files. Conceptually,
these files can be further classified as: (i) files belonging to the
object; (ii) files belonging to other virtual objects but that in some
way are shared by the object; and (iii) the complete set of files of
other virtual objects.

Figure 2: A real object and its representation using a virtual
object
This model enables the definition of new composite virtual objects integrating
other objects and/or resources in the museum which are related through
some sort of cultural characteristic or archaeological connection. The
concept of virtual object can also be related to the concept of learning
object as used by the e-learning community [Polsani,
03], and in particular as defined in proposals such as the Sharable
Content Object Reference Model (SCORM) [SCORM, 04].
In this way, the simplest virtual objects, whose resources include only
multimedia files belonging to them, may be equivalent to SCORM assets
(atomic objects). More complex virtual objects, whose resources include
resources belonging to, and/or making reference to, other virtual objects,
may be equivalent to SCORM Shareable Content Objects (SCOs)2

Figure 3: A work assignment for undergraduate students integrated
into Chasqui as a virtual object
In the Chasqui project, the virtual object's data and metadata
are stored in a database server, and its associated resources are stored
in this server's file system (every virtual object has its own directory).
Moreover, as was previously mentioned, simple and flexible access to the
information included in the virtual objects was one of Chasqui's
requisites. Therefore, from the beginning, the system was conceived as
a Web application where any browser could be used to access and manage
all the information included in the museum, laboratory and libraries. This
characteristic has allowed Chasqui to be used by teachers and students
as a collaborative system for the definition of lessons, exercises and/or
research logs represented in terms of virtual objects (Figure
3). Chasqui has also been integrated into the courses of the
Virtual Campus of the UCM [VCUCM][Guinea,
04].
2Learning
objects composed of simpler objects. They represent a module with an intended
didactic meaning.
At present, Chasqui has been in use for more than two years,
and contains more than 1,500 virtual objects. Chasqui is under
a permanent validation process, and therefore, continuous improvements
and changes are being made to the system.
3 Virtualization of the García Santesmases
Museum of Computer Science: Packaged virtual objects
The main goal of the Garcia Santesmases virtual museum project
was to implement a solution to facilitate the pedagogical use of the information
contained in the elements of the real History of Computing Museum. Due
to the great similarity between the underlying concepts of this scenario
and those of the Chasqui project, the virtualization of the new
museum was inspired by the same concepts and design principles used in
Chasqui. Therefore, in this museum, the concept of virtual object
was also used in order to organize the knowledge about real objects in
the museum (Figure 4).

Figure 4: García Santesmases virtual museum
An additional goal in the new virtualization process was to solve some
of the problems detected in the original design of the Chasqui application.
These problems had posed some difficulties in the maintenance and use of
the resources included in Chasqui. Basically, these problems can
be summarized in two groups:
- Maintenance of the coherence of information stored in the system.
In the Chasqui system, there are no validations of the format of
the elements that compose virtual objects. In addition, there are no verifications
regarding the dependencies established among these elements. In particular,
dependencies established among the resources belonging to an object and
used for another are not checked.
- Lack of interoperability. Chasqui was designed as an
isolated system. Therefore, explicit mechanisms for the exportation/importation
of virtual objects to/from other e-learning systems were not included.
During the virtualization of the computer science museum, and in order
to overcome these shortcomings, the concept of virtual object used in Chasqui
was extended by using a packaging and validation mechanism of the information
contained in the virtual objects. The IMS Content Packaging Information
Model [IMS, 04], initially defined for learning
objects, was adapted to the concept of virtual object. An IMS package is
a self-contained entity, because it integrates all the resources that compose
the learning object. In addition, IMS packaging has an XML [XML,
04] document called the manifest, which includes the metadata
that describes the object and the dependencies among the elements that
compose it. IMS content packaging prevents the previously enumerated shortcomings.
Thus:
- The manifest can be used as the basis for the development of validation
mechanisms that make the maintenance of the coherence of the objects possible
and therefore of the information contained in the whole museum.
- The packaging of virtual objects permits the importation and exportation
of virtual objects, either to be used as individual elements or to be integrated
in other learning systems.
Finally, inspired by the IMS specification, several functions for the
packaging and unpackaging process of virtual objects have been defined
in the computer science museum. The phases of this process are:
- Selection of the contents that compose the virtual object, and analysis
of the dependencies among the resources of the object and among the resources
of different objects.
- Selection of the metadata necessary to tag the chosen contents that
will be included in the virtual object.
- Packaging of the virtual object.
4 Chasqui II: Distributed Virtual Objects
Based on our experiences with the virtualization of the aforementioned
two museums and in collaboration with the Telefónica I+D
corporation [TID] we have undertaken a project called
Chasqui II, whose aim is to extend these developments to broader
scenarios.
The applications for the management of the virtual museums described
in the previous sections are not directly reusable in other contexts because
although they have similar principles, they have been developed to solve
the specific problems that appear in each museum. In Chasqui II we have
proposed the use of web services [Cerami, 02]
to overcome these shortcomings. The resulting architecture is outlined
in Figure 5. This architecture incorporates a web service-based
programmatic interface, which provides a way to integrate applications
and services in a neutral manner due to the use of XML standards such as
Simple Object Access Protocol (SOAP) [SOAP, 03]
(XML requests and responses to Chasqui II-web service) and Web Services
Description Language (WSDL) [WSDL, 04] (XML definition
of the interface, based on XML Schema).
Currently, the web service enables the downloading and deletion of virtual
objects from the system, the uploading of new virtual objects into the
system as well as the searching of virtual objects using the properties
included in their data and their associated metadata. Virtual objects accepted
and provided by this interface are packaged according to IMS. This web
service interface can be enhanced with new functionalities, which permit
a higher level of integration between Chasqui II and other repositories
or final applications.
The web service-based interface facilitates the use of alternative
access mechanisms (e.g. based on mobile devices) and also of
alternative authoring tools. One of these tools is IMSCP_UCM,
currently under development. IMSCP_UCM is an IMS based exploratory
application for the generation of learning objects. IMSCP_UCM
uses the structure defined by IMS for learning objects, and extends it
in order to permit:

Figure 5: Chasqui II proposal architecture for the Virtualization
of academic museums
- Object authoring. The tool permits the creation of new virtual
objects and their inclusion in a repository. For this purpose the tool
enables the definition of their structure in terms of data, metadata and
resources (internal or external). This function also allows for the friendly
definition of objects' manifests.
- Object retrieval and deletion. The application allows the retrieval
of objects from a repository by taking into account their identifiers.
In addition, the deletion of the objects can be done by observing the dependencies
among them.
- Object visualization. Retrieved objects can be visualized in
the application graphic user interface.
- Object packaging. Virtual objects can be packaged according
to the IMS format. These packages are zip files that contain the files
that represent the resources of the object as well as its manifest. This
package includes all the resources and virtual objects directly or indirectly
related to the virtual object that is being packaged.
IMSCP_UCM will be able to be simultaneously connected to different repositories
using the web service-based interface, thus promoting the integration of
all these repositories in a distributed authoring scenario.
5 Related work
To a certain extent, the efforts described in the present paper are
related to the field of virtual museums. Virtual museums in archaeology
have a long tradition. As described in [Barceló,
00], the concept of virtual archaeology was first proposed by
Reilly [Reilly, 90], and it refers to the use of
3D computer models of ancient buildings and artifacts (e.g. [Hemminger,
05]). Regarding virtual museums in computer science [VMoC],
in our opinion, most of these sites exhibit brief historical descriptions
of some computer science-related product (e.g. [Atari]),
or they provide hypermedia access to a database [Isakowitz
95] which contains the technical characteristics of previously mentioned
computer-science related products (e.g. [HCM]).
One of the main differences between the work presented in this
paper and the archaeological and computer science virtual museums is
the emphasis on the use of the information that these systems
provide. Archaeological and computer science virtual museums are
mainly concerned with the exposition of knowledge: the
exhibition of the virtualized objects and their technical
characteristics. Our systems take care of this exposition of
knowledge, but they also let users participate in the active and
dynamic construction of this knowledge during the learning, teaching
and research processes. Therefore, our systems also take care of the
educational use and reuse of the virtual information
that represents the real elements. The educational use of the
virtual elements has led us to apply specialized techniques during the
design of virtual object models for our museums [Fernández-Valmayor, 03][Sierra, 05] (e.g. hypermedia modeling [Navarro, 04] or domain-specific markup languages [Sierra, 04]). In addition and as previously
mentioned, the educational reuse of these virtual elements has
led us to consider web services technologies as well as e-learning
standards.
Among the existing e-learning standards we have decided to use LOM and
the IMS Content Packaging model. Nevertheless, these might be considered
as supporting technologies instead of as the main concern of our efforts.
Indeed, we are using LOM to attach metadata to our virtual objects, and
we are using IMS packaging facilities to bundle together the different
files associated with virtual objects during importation/exportation, but
virtual objects are not a substitute for any of these technologies,
nor for other more general-purpose proposals like SCORM.
Virtual objects should be considered a conceptual model for the informational
items that arise in the domains considered during the development of Chasqui,
MIGS and Chasqui II systems [Fernández-Valmayor,
03][Sierra, 05]. In addition, as demonstrated
in the present paper, this model is subject to continuous evolution.
Finally, our work is also related to different proposals for the management
of educational resources, and, in particular, with Learning Management
Systems (LMS) [elementk, 03] and Learning Content
Management systems (LCMS) [Chapman, 04]. The
primary objective of a learning management system is to manage learners,
keeping track of their progress and performance across all types of training
activities, while a learning content management system manages content
or learning objects that are served up to the right learner at the right
time [LMSLCMS].
Taking into account these definitions, our systems are more similar
to LCMSs than to LMSs. Indeed, they can be considered hybrid systems, a
cross between virtual museums and LCMSs. The main difference between our
systems and LMSs is that, at present, our museums are not concerned with
the users' progress through the browsing of the museums. Regarding LCMSs,
at present our systems do not include some of the educational capabilities
of these systems such as learner collaboration, for example. In any case,
neither LMS nor LCMS provide the presentational and browsing capabilities
of learning objects that our systems provide.
6 Conclusions and future work
This paper describes the evolution experienced by the concept of the
virtual object from its definition to the present. In addition, some of
the more relevant technical questions involved in this evolution have also
been described. Based on these practical experiences, we have established
the power and flexibility of the concept, from both a software development
and an educational point of view. The development of two museums and the
extensive use that teachers and students have made of them support our
claim. It is important to point out that an important component of the
success of virtual objects as organizers of scientific and educational
information is their practical conception. From the beginning, facilitating
the use of these objects to teachers and students has been one of our main
goals [Fernández-Valmayor, 03][Sierra,
05]. Large-scale maintenance and reusability have been the most important
shortcomings of virtual objects. The packaging of virtual objects has improved
the maintenance and interoperability of these elements. In addition, the
use of web services has facilitated the reuse of virtual objects in heterogeneous
e-learning environments.
Regarding virtual museums and LCMSs, Chasqui and MIGS can be considered
hybrid systems. They are not concerned exclusively with the virtual displaying
of real elements or with the educational characterization of learners and/or
educational resources. Instead, these systems are concerned with an adequate
virtual displaying of the real elements and with the appropriate educative
use (and reuse) of the educational resources that populate our museums.
Indeed, virtual objects are the vehicle for obtaining these goals.
The development of these hybrid systems that take into account characteristics
from virtual museums and from LCMSs is one contribution to the work presented
in this paper. Moreover, in our opinion, the main contribution of our work
is the formulation of a learning object model (virtual objects) characterizing
the informational items that populate these hybrid systems. These virtual
objects permit the virtualization of real elements, and the educative use
and reuse of the virtualized characteristics of these real elements.
Currently we are working on the development and improvement of the virtual
object authoring tools outlined in this paper. In addition, we expect to
test the distribution of packaged virtual objects using web services in
different learning applications under development, as well as to experiment
with further evolutions of the concept of virtual object in new e-learning
scenarios. As future work we are planning to further integrate our systems
with the Virtual Campus of the UCM in order to enhance their functionality
with several specific characteristics of LCMSs systems (e.g. learner collaboration).
Acknowledgements
The Spanish Committee of Science and Technology (TIC2001-1462, TIC2002-04067-C03-02
and TIN2004-08367-C02-02) has supported this work.
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