Upload
diego-mauricio
View
214
Download
0
Embed Size (px)
Citation preview
8/2/2019 28.Collaborating and Learning a Second Language in a Wireless Virtual Reality Environment
1/9
Int. J. Mobile Learning and Organisation, Vol. 2, No. 4, 2008 369
Copyright 2008 Inderscience Enterprises Ltd.
Collaborating and learning a second languagein a Wireless Virtual Reality Environment
Miguel A. Garcia-Ruiz* and Arthur Edwards
College of Telematics,
University of Colima, Ave.,
Universidad 333, Colima, 28040, Mexico
Fax: +52(312) 316 1075
E-mail: [email protected]
E-mail: [email protected]
*Corresponding author
Samir A. El-Seoud
Princess Sumaya University for Technology,
P.O. Box 1438 Amman 11941, Jordan
Fax: +962 6 534 7295
E-mail: [email protected]
Raul Aquino-Santos
College of Telematics,
University of Colima, Ave.,Universidad 333, Colima, 28040, Mexico
Fax: +52(312) 316 1075
E-mail: [email protected]
Abstract: Virtual Reality (VR), a computer-generated 3D space that ismultisensorial, interactive and engaging, is today one of the new frontiers inComputer-Assisted Language Learning (CALL). VR can be used to promotelanguage learning and practice as it simulates reality, while offering astimuli-rich environment for language students. The purpose of this paper istwofold: To provide an introduction to VR applications in CALL, and todescribe the implementation of a Collaborative Virtual Reality Environment(CVRE) running on a wireless network, which is currently being assessed byMexican Engineering students for listening comprehension practice of theEnglish language.
Keywords: CALL; computer-assisted language learning; VR; virtual reality;computer networks; CSCL; computer-supported collaborative learning.
Reference to this paper should be made as follows: Garcia-Ruiz, M.A.,Edwards, A., El-Seoud, S.A. and Aquino-Santos, R. (2008) Collaboratingand learning a second language in a Wireless Virtual Reality Environment,Int. J. Mobile Learning and Organisation, Vol. 2, No. 4, pp.369377.
8/2/2019 28.Collaborating and Learning a Second Language in a Wireless Virtual Reality Environment
2/9
370 M.A. Garcia-Ruiz et al.
Biographical notes: Miguel Angel Garcia-Ruiz graduated in Computer
Systems Engineering and obtained his MSc in Computer Science from theUniversity of Colima, Mexico. He received his PhD in Computer Science andArtificial Intelligence from Sussex University, England. At present, he is doingresearch on virtual reality in education.
Arthur Edwards is a Senior Professor/Researcher at the College of Telematicsof the University of Colima, where his primary interest is Computer AssistedLanguage Learning, multimedia applications, collaborative learningenvironments, educational information systems, virtual reality applications andwireless and mobile learning systems.
Samir Abou El-Seoud received his BSc Degree in Physics, Electronics andMathematics in 1967, his higher Diploma in Computing from TechnicalUniversity of Darmstadt (TUD) /Germany in 1975 and his Doctor of Sciencefrom the same university (TUD) in 1979. He joined PSUT in 2004. His
research interests include among others Parallel Algorithms, NumericalScientific Computations, Computer Aided Learning, and Computational FluidMechanics.
Raul Aquino-Santos holds a PhD from the Department of Electricaland Electronic Engineering of the University of Sheffield, England.His current research interests include wireless and sensor networks and theimplementation of Quality of Service for both online and wireless educationalapplications.
1 Introduction
At present, Virtual Reality (VR) technology offers the opportunity for students to
immerse themselves in language learning contexts. VR can be defined as a technology
that creates a computer-generated graphical space (also called a virtual environment),
where users can interact while using various senses within a multimodal interface.
A virtual environment can be defined as a graphical representation of a particular
context that is rich and diverse in stimuli. One of the main features of VR is that it
produces an effect in participants called immersion, where users feel as if they are
actually there as they interact from inside the virtual environment (Burdea and Coiffet,
2003; Sherman and Craig, 2003). According to Dede et al. (2000), both immersion and
multimodality in VR are important because students receive different stimuli within a
virtual environment, which promote learning according to stimuli and constructionist
theories. Early studies of Collaborative Virtual Reality Environments (CVREs) showed
the potential of this technology to engage a group of students in meaningful learning
tasks (Jackson et al., 1999).
A collaborative (or multi-user) virtual reality environment (CVRE) is a shared virtual
environment, where people can meet and communicate via chat, live, synchronous voice
and gestures, and navigate (Burdea and Coiffet, 2003; Preece et al., 2002), which is based
on Computer-Mediated Communication (CMC) theories. In the virtual environment, each
person is represented as an avatar (the incarnation of a god in Hindu mythology),
a graphical personification that represents a persons gestures, and navigates, and
8/2/2019 28.Collaborating and Learning a Second Language in a Wireless Virtual Reality Environment
3/9
Collaborating and learning a second language 371
transmits the live, and real-time voice. The sounds and events activated in the virtual
environment can also be shared.In the context of VR, a Wireless Virtual Reality Environment (WVRE) is defined as a
mobile application of a collaborative virtual environment. A CVRE resides in a computer
server and can be accessed by a mobile computer, such as a laptop or Personal Digital
Assistant (PDA), using a wireless Local Area Network (LAN) or Wide Area Network
(WAN), depending on the network protocols and equipment configuration.
Literature reports successful research and applications on Computer-Supported
Collaborative Learning (CSCL) in the context of foreign language learning (Dlaska,
2002; Hudson and Bruckman, 1999; Zurita and Nussbaum, 2004), but very little has been
done on CVREs, in part, because until recently, personal computers and their graphics
video cards and network infrastructure were not fast, powerful, or efficient enough to
support CVREs.
A number of collaborative virtual reality software applications have beendeveloped in various research centres and commercially around the world. One of
them is Distributed Interactive Virtual Environments (DIVE), an open source
software for displaying VR environments developed at the Swedish Institute of
Computer Science (Carlsson and Hagssan, 1993). DIVE is versatile and has been
used in a variety of operating systems, including IRIX, Linux, and Windows,
among others. Through DIVE, users can share a virtual environment using a LAN
or the internet. DIVE has a 3D graphical interface where a virtual environment is shown.
In DIVE, users can communicate with each other by microphone (Voice over IP,
or VoIP) or text messages. To ease identification, each participant is represented
by an avatar, a personification or cartoon-like representation of the users participating
in the virtual environment. It is also possible to hear almost real-life 3D (spatial)
sounds in DIVE, and even the participants voices in real time. In addition, avatars
can be programmed to communicate with gestures, an important element in
non-verbal communication. DIVE can work as a stand alone program, or it can be
distributed as a virtual environment over a network, using a multicast protocol.
It is necessary, however, to install a DIVE server and a proxy to work as the carrier of the
peer-to-peer communications between computers that share the virtual environment over
the network.
DIVE has been used at the University of Colima, Mexico, for various research
projects related to collaborative virtual environments. For instance, a CVRE was created
to show bone foot trauma to a pilot group of medical students (Cervantes-Medina and
Garcia-Ruiz, 2004). Participants in the study communicated using their own voices over
IP (VoIP) and text messages using a chat window, both of which are provided by DIVE.
The results of this research showed that CVRE helped students overcome language
barriers, in the sense that the CVRE facilitated their oral and written clinical diagnosisabout bone injury simulation that they had to clinically diagnose in the virtual
environment.
2 Development
Having outlined some of the technological and educational theories and aspects of
CVREs, we are currently researching whether CVREs applied to CALL on a wireless
network using a multicast algorithm can be effectively used to assist the listening
8/2/2019 28.Collaborating and Learning a Second Language in a Wireless Virtual Reality Environment
4/9
372 M.A. Garcia-Ruiz et al.
comprehension of students practising foreign language. We believe that fully immersive
VR applications using expensive equipment in traditional VR laboratories cansuccessfully be modified to meet the demands of computer laboratories and traditional
classroom settings, using semi-immersive VR.
To test our research questions, we created a CVRE that represents a small
and typical town called Realtown, which includes an entire city of virtual
buildings, including a supermarket, schools, a pharmacy, a bank, etc. Realtown
contains background sounds and can be played through hi-fi headphones or
speakers to help increase realism. Some of these sounds include traffic noise,
children playing, sirens, and other common environmental noises. What makes
Realtown interesting is that students simultaneously perceive and interpret three
different stimuli to help them incorporate their knowledge: visual, auditory and
kinaesthetic.
Realtown runs on a DIVE server, which in this study is a Dell Poweredge 1800computer with two 3.2 GHz processors running in parallel and 2 gigabytes of RAM,
using a Ubuntu Linux operating system that is connected to the internet. Three 3 GHz
laptops with Windows XP and 512 Mb of memory were wireless connected through
a LAN, based on a Linksys wireless router model BEFW11S4, with a data transfer rate of
11 Mbps, connected to the internet. For our tests, the router was placed in the same room
as the laptops at a distance of 8 m. Interestingly, the set-up used in this research operates
across operating systems as the server functioned with Linux and the laptops used
Windows.
Figure 1 depicts a basic WVRE configuration running locally. The laptops
are running a DIVE. In this configuration, the laptop on the right works both
as a server and a peer (participant) of the collaborative virtual environment.
Both laptops (peers) share the same virtual environment, and both peers update all the
interactions and navigations made by each participant, respectively. Each participant is
represented as an avatar that can be easily identified in DIVE as each avatar has a
different colour and the students name or nickname written over the avatars head.
The router, or access point, shown between the laptops, controls the network traffic via
wireless, thus connecting the laptops via their wireless network cards. Interestingly,
preliminary results show that the Realtown CVRE can be accessed synchronously among
peers working with the routers network signal. This aspect is interesting and can have a
particular relevance in rural settings that have no access to traditional or wireless internet
infrastructure.
We are currently conducting usability studies (Dumas and Redish, 1999) to measure
efficiency, efficacy, and user satisfaction of the Realtown CVRE, and assess
collaborative learning aspects related to student interaction. Additionally, the hardware
needed to run the CVRE is being studied, particularly from a multicast peer-to-peer perspective, where the actual set-up is comprised of laptops and a server. One of the
first tests conducted in this project was carried out by Hernandez-Diaz and
Yanez-Garcia (2007).
8/2/2019 28.Collaborating and Learning a Second Language in a Wireless Virtual Reality Environment
5/9
Collaborating and learning a second language 373
Figure 1 Two laptops accessing the wireless CVRE (Realtown) (see online version for colours)
3 Preliminary usability study to evaluate navigation
A limited usability study of the CVRE has been carried out to assess navigation issues in
the virtual environment. This is important because in order to have an easy-to-use
VR interface in a virtual town, users need to seamlessly walk through the virtual streets,
without cumbersome input devices that affect navigation negatively and createdistractions. A conventional mouse, a keyboard, a computer game joystick, and a wireless
mouse were evaluated for navigating in CVRE to see which device proved to be the most
satisfactory for navigation.
3.1 Method
The Think Aloud Protocol usability method (Preece et al., 1994) was used for this study.
This usability method permits a user to explore a particular computer interface and
receive qualitative data about its use. In this method, the user is asked to say out loudly
what he or she is thinking and doing when selecting or conducting any specific activity
(task) in the interface. Qualitative interview comments were recorded on paper for further
analysis.
3.2 Materials
A wireless laptop, part of the CVRE described in this paper, was used for this study.
A wireless trackball mouse and a Genius MaxFigther F31U computer game joystick
(shown in Figure 2) were also used. A piece of software for emulating the joystick
to work as the computer mouse was also used (Joymouse, http://www.soft32.com/
download_9201.html). This software allowed users to navigate with the joystick within
the CVRE.
8/2/2019 28.Collaborating and Learning a Second Language in a Wireless Virtual Reality Environment
6/9
374 M.A. Garcia-Ruiz et al.
Figure 2 Joystick used in the pilot usability test (see online version for colours)
3.3 Participants
Participants in this study were four Telematics Engineering undergraduates of the
University of Colima, Mexico (three males and one female), with an age averaging
21 years. Only one male had extensive experience in playing videogames, particularly in
using game joysticks.
3.4 Procedure
Each participant was informed about the purpose of the test, how DIVE might be applied
to CVRE, and how to navigate in DIVE using a mouse, keyboard arrows or a joystick.The participants main task was to navigate around a virtual house using the keyboard
arrows, the mouse, and the joystick separately, one device at a time. Participants had
unlimited time to do the tests. Figure 3 shows a participant testing the joystick in the
wireless laptop. Participants verbal comments were recorded on paper. Figure 4 depicts
another participant holding the wireless mouse.
Figure 3 A participant using the joystick for navigating in the CVRE (see online versionfor colours)
8/2/2019 28.Collaborating and Learning a Second Language in a Wireless Virtual Reality Environment
7/9
Collaborating and learning a second language 375
Figure 4 A participant testing the wireless mouse (see online version for colours)
3.5 Results of the preliminary study
According to qualitative data of participants verbal comments and experimenters
observations, the keyboard arrow keys were the easiest to use for navigating in the
CVRE. All participants felt comfortable using them. However, they reported they could
make more precise turns with the mouse than with any other device. The wireless mouse
showed the poorest performance. Participants commented that they were tired after a few
minutes, as they had to hold the wireless mouse in the air without support. The wirelessmouse also proved to be overly sensible, which made the students uncomfortable with
realising turns within Realtown. In addition, difficulty was that most of the participants
had to hold the wireless mouse using both hands. The comments about the joystick were
better than the wireless mouse, but not as positive as using the direction keys.
As expected, the participant with greatest previous experience with videogames and
joysticks proved to be the most skilful regardless of the navigation input device used.
All participants reported feeling motivated when using the CVRE, declaring they
considered it much like a videogame. This is particularly significant since playing game
lowers anxiety, which has been negatively correlated to language learning (MacIntyre
and Gardner, 1991).
4 Conclusion
There are currently insufficient materials for developing and practising listening
comprehension, and most of the materials available today do not reflect technological
advancements. Because communication is primarily bilateral or multilateral in nature,
we hypothesise that VR can function to teach languages in a collaborative manner.
Collaborative learning along with visual, auditory and kinaesthetic stimuli serve to
contextualise language within a specific context. Because language results from the
linguistic function and purpose of communication that is contextually specific, the
8/2/2019 28.Collaborating and Learning a Second Language in a Wireless Virtual Reality Environment
8/9
8/2/2019 28.Collaborating and Learning a Second Language in a Wireless Virtual Reality Environment
9/9
Collaborating and learning a second language 377
Hernandez-Diaz, M. and Yanez-Garcia, K. (2007) Technical Aspects of the Implementation of a
Haptic Device for its Use in an Educational Virtual Environment, Unpublished TelematicsEngineering Thesis, School of Telematics, University of Colima, Mexico.
Hudson, J.M. and Bruckman, A. (1999) Disinhibition in a CSCL Environment, Proceedings ofComputer Support for Collaborative Learning (CSCL), Boulder, CO, pp.629630.
Jackson, R.L., Taylor, W. and Winn, W. (1999) Peer collaboration and virtual environments:a preliminary investigation of multi-participant virtual reality applied in science education, Proceedings of ACM 1999 Symposium on Applied Computing, San Antonio, Texas, USA28 February2 March, pp.121125.
MacIntyre, P. and Gardner, R. (1991) Methods and results in the study of foreign languageanxiety: a review of the literature,Language Learning, Vol. 41, pp.2557.
Preece, J., Rogers, Y. and Sharp, H. (2002) Interaction Design: Beyond Human-ComputerInteraction, John Wiley and Sons, USA.
Preece, J., Rogers, Y., Sharp, H., Benyon, D., Holland, S. and Carey, T. (1994)Human-Computer
Interaction, Addison-Wesley, Wokingham, UK.Sherman, W.R. and Craig, A.B. (2003) Understanding Virtual Reality, Morgan Kauffman,
San Francisco, CA.
Zurita, G. and Nussbaum, M. (2004) Computer supported collaborative learning using wirelesslyinterconnected handheld computers, Computers in Education, Vol. 42, No. 3, pp.289314.