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CyberMath: Presence and Production in a Distributed Shared Virtual Environment for Exploring Mathematics

This project focuses on creating a virtual environment for interactive exploration of mathematics, promoting understanding and personalization in math education. The goal is to improve math education by using ICT to visualize concepts, interact with formulas, and personalize the presentation.

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CyberMath: Presence and Production in a Distributed Shared Virtual Environment for Exploring Mathematics

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  1. Presence Productionin a Distributed Shared Virtual Environmentfor Exploring Mathematics Ambjörn Naeve Claus Knudsen Centre for user-oriented IT DesignDept. of Numerical Analysis and Computing Science amb@nada.kth.se Division of Media Technologyand Graphic Arts Dept. of Numerical Analysis and Computing Science clausk@gt.kth.se web-site: http://kmr.nada.kth.se

  2. Centre for user-oriented IT-Design (CID) CID is a competence centre at KTH that provides an interdisciplinary environment for applied research on design of human-computer interaction. CID is engaged in 4 different areas of research: • Connected Communities (Digital Worlds). • Interactive Learning Environments. • New forms of Interaction. • User orientation.

  3. Goals and characteristics of CID • integrate usability with technical and aesthetic aspects. • create an attractive environment at KTH for strong cooperation between academy, industry and users. • produce “pre-competitive” results in the form of prototypes, demonstrators and user studies. • strong international collaboration.

  4. A Knowledge Manifold • is a conceptual framework for designing interactive learning environments that support Inquiry Based Learning. • can be regarded as a Knowledge Patchwork, with a number of linked Knowledge Patches, each with its own Knowledge Gardener. • gives the users the opportunity to ask questions and search for certifiedhumanKnowledge Sources.

  5. A Knowledge Manifold (cont.) • has access to distributed archives of resource components. • allows teachers to compose components and construct customized learning environments. • makes use of conceptual modeling to support separation of content from context. • contains a conceptual exploration tool(Conzilla) that supports these principles and activites.

  6. Structure of today’s math education system Closed layered architecture based on: • curricular-oriented ”knowledge pushing”. • life long teaching with: • lack of subject understanding in the early layers. • minimization of teaching duties in the final layers.

  7. Problems with today’s math education It does not: • stimulate interest. • promote understanding. • support personalization. • support transition between the different layers. • integrate abstractions with applications. • integrate mathematics with human culture.

  8. Possibilities for improving math education Promoting life-long learning based on interest by: • using ICT to increase the ”cognitive contact” by: • visualizing the concepts. • interacting with the formulas. • personalizing the presentation. • routing the questions to live resources. • improving the narrative by: • showing before proving. • proving only when the need is evident. • focusing on the evolutional history.

  9. Ongoing Mathematical KM work at CID • Virtual Mathematics Exploratorium with Conzilla • Interactive geometrical constructions with PDB • Interacting with mathematical formulas • using LiveGraphics3D / Graphing Calculator • Dynamically uploadable math component archives • CyberMath: a shared 3D ILE for exploring math

  10. CyberMath: A Shared Virtual Environment for the Interactive Exploration of Mathematics Goals: The CyberMath system should allow: • teaching of both elementary, intermediate and advanced mathematics and geometry. • the teacher to teach in a direct manner. • teachers to present material that is hard to visualize using standard teaching tools. • students to work together in groups. • global sharing of resources. Means: • Making use of advanced VR technology (e.g. DIVE).

  11. CyberMath: An Avatar Using a Laser Pointer

  12. CyberMath: Finding the Kernel of a Linear Map

  13. CyberMath: Importing a Mathematica Object

  14. CyberMath: The Cylindrical Exhibition Hall

  15. CyberMath: Experimental Lecture Connectivity

  16. Definition of Presence at a Distance Presence at a distanceis defined as the subjective experience of being in one placeor environment, even when one is physically situated in another. Presence journal 2000

  17. Factors creating a sense of presence and reality • sensory environment • vividness • depth & breadth • interactivity and control • company of others • individual preconditions • imagination • emotional state • associative context • suspension of disbelief • content characteristics • plot and story • narration and dramaturgy • presentation and execution

  18. CyberMath: The Teacher in Stockholm

  19. CyberMath: 1:st Group of Students in Uppsala

  20. CyberMath: 2:nd Group of Students in Uppsala

  21. CyberMath: Changing the Learning Mode

  22. CyberMath: Social Mingling in Cyberspace

  23. CyberMath: Transforming a Set of Planes

  24. CyberMath: The Virtual Museum Mode

  25. CyberMath: The Solar Energy Exhibit

  26. CyberMath: The Cooperative Learning Mode

  27. CyberMath: The WASA Platform

  28. e-Learning e-Commerce e-Accessibility VWE Accessing thePrinted Word CyberMath CEN/ISSS/WS/ECElectronic CommerceIntegration Meta-Framework ISO / WG36 e-Standards HI FMLS HewlettPackard ConceptualMath-modeling WebGiro IMS / RDF Wallenberg GlobalLearning Network ArchivesPortfoliosEnvironments Microsoft Mathematics Exploratorium L3S Industrial WorldCom Research Partner Swedish Learning Lab Academic Stanford-LL Ongoing Knowledge Manifold projects at CID

  29. e-Learning e-Commerce e-Accessibility e-Administration ethical User-oriented Mathematics Learning Environment Multi-lingual Upper Level Electronic Commerce Ontology Authority Handbook Mathemagic STEM Personalized Access toDistributed Learning Resources VINNOVA Mathematical Courselets SLL e-Europe Edutella ÖCB UKLA 24/7/365 Authority L3S National Research Schoolin Mathematical Didactics Administrative WGLN Research Partner Academic Emerging Knowledge Manifold projects at CID ...

  30. References • Naeve, A.,The Garden of Knowledge as a Knowledge Manifold - a conceptual framework for computer supported subjective education, CID-17, KTH, 1997. • Naeve, A.,Conceptual Navigation and Multiple Scale Narration in a Knowledge Manifold, CID-52, KTH, 1999. • Nilsson, M. & Palmér M.,Conzilla - Towards a Concept Browser, (CID-53), KTH, 1999. • Nilsson, M., The Conzilla design - the definitive reference, CID/NADAKTH, 2000. • Naeve, A., The Concept Browser, a New Form of Knowledge Management Tool, Proc. of the 2:nd european conference on Web Based Learning Environments (WBLE-2001), Lund, Sweden, Oct. 24-26, 2001.

  31. References (cont) • Naeve, A., The Knowledge Manifold – an educational architecture that supports inquiry based customizable forms of e-learning, WBLE-2001. • Naeve, A. & Nilsson, M. & Palmér, M., The Conceptual Web - Our Research Vision, Proceedings of the First Semantic Web Working Symposium, Stanford, July 30 - Aug 2, 2001. • Naeve, A. & Nilsson, M. & Palmér, M., E-learning in the Semantic Age, WBLE-2001. [ Reports are available in PDF at http://kmr.nada.kth.se ]

  32. References (cont) • Taxén G.,&Naeve, A. CyberMath - A Shared 3D Virtual Environment for Exploring Mathematics,presented within Course-31, Geometric Algebra, Siggraph 2000, New Orleans, July 2000. • Taxén G.,&Naeve, A. CyberMath - A Shared 3D Virtual Environment for Exploring Mathematics,the 20:th ICDE world conference, Düsseldorf, April 2001, on Compact Disc. • Taxén G.,&Naeve, A. CyberMath - Exploring Open Issues in VR-based Learning,SIGGRAPH 2001, Educators Program, SIGGRAPH 2001 Conference Abstracts and Applications, pp. 49-51. [ Quicktime demos of lectures in CyberMath are available at http://cid.nada.kth.se/il ]

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