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Designing a multimedia interactive to support
shared learning experiences
Steve DiPaola & Caitlin AkaiSimon Fraser University
Steve DiPaola & Caitlin AkaiSimon Fraser University
Siggraph Boston 2006Educator’s Workshop
8/2/06 2
Outline
• Technology in informal learning spaces
• Design issues for multimedia interactives
• Introduction to the Virtual Beluga project
• Technical description of the simulation
• Educational content
• Interaction design
8/2/06 3
Technology in informal learning spaces
• Informal learning spaces like museums, sciences centres and aquaria are increasingly incorporating technology into their exhibits
• These spaces contain many design constraints that can limit the potential of technology
• Appropriate design of multimedia exhibits can ensure technology enhances educational content and visitor experience
8/2/06 4
Design issues for multimedia interactives
• Need for robustness
• Limited contact time
• Exhibits must work without supervision
• High traffic/use
• Visitors travel in groups
• Need to generate repeat visits
• Educational content should be engaging and accessible
8/2/06 5
Virtual Beluga Project
• In collaboration with Vancouver Aquarium and Bill Kraus from Digital Biology
• Highly realistic dynamic virtual beluga simulation
• Interaction goal was to create a user-centric, shared, collaborative, and reflective learning space
• Important to encourage deeper interaction with the content than what is available through traditional wall signage or video
8/2/06 6
Overview of vBeluga
• Virtual belugas are shown in a wild pod context
• Incorporates research on beluga behavior and vocalization conducted at aquarium
• Simulation is based on artificial intelligence architecture so belugas can learn and alter their behavior based on changes in their environment
• Physically-based system allows for natural whale locomotion and realistic water
• Realistic graphics achieved through the use of actuators (virtual bones and muscles)
8/2/06 7
Simulation System
• Variable content is supported - individual organisms can grow and change over time, new organisms can be added/removed
• Easy to update to reflect changes in current scientific thinking
• The non-deterministic nature of the simulations means that no two simulations are alike
• The system is fully scalable - the number and complexity of organisms is limited only by the speed and memory of the computer on which it runs
• Behavioral system consists of two layers:
– A low level navigational system
– A high level action selection system
8/2/06 8
Adaptive behavior system
Advanced Layer: Action Selection
- Suite of behaviors (action selection)
- Internal state
- Memory of past events
Primitive Layer: Navigation
- Navigation and obstacles
- Neural network bridging sensors and actuators
8/2/06 10
Educational messages
• Data from researchers, aquarium staff and visitors was incorporated into the interactive
• Key educational messages:
– Belugas live in an acoustic world
– Human activities affect the way belugas use sound to navigate and communicate
– Our knowledge of wild beluga behavior is very limited
8/2/06 12
Interaction Design Goals
• To allow visitors to engage in interactive ‘what-if’ scenarios
• Focus on collaboration - especially between adult & children
• Technology removed from direct visitor contact
• Visitors should not control ‘wild’ belugas
• Solution: Camera tracked tabletop
• Flexibility
8/2/06 15
Conclusion
• Effective design of multimedia interactives can overcome some of the constraints associated with public informal learning spaces
• Highly realistic simulations can provide a novel and engaging format for presenting educational content
• Dynamic open-ended scenarios used to encourage collaboration and interaction among a range of visitors