ARieL: Augmented Reality in interactive e-Learning V. Camilleri, M. Montebello Abstract Technological advances in the field of Information and Communication technology have brought about an increase in the need to mediate knowledge. Learning and education have been evolving constantly to accommodate the pervasive nature of technology. Within this evolution, e-learning platforms have also been developing and shifting from simple monolithic frameworks, dealing with the essentials of course management, design and delivery, to „flexible‟ systems involving the learners more actively making use of external stimuli to enhance motivation. Emerging trends in the fusion between education and technology are indeed showing that modern-day learners are requesting more informality and flexibility in their own educational process; hence the introduction of concepts such as virtual worlds and augmented reality. Platforms making use of this type of innovative technology have in fact been found to yield a more flexible and robust learning environment which offers enhanced personalization and dynamicity in the presentation of information using an orchestration of various functionalities based upon service-oriented architectures. This paper discusses possible research in the ambit of interactive learning over the World Wide Web and in an environment built upon virtual reality. Research centres upon the effectiveness of socio-collaboration in a learning community targeting the sharing of learning objects. Such virtual knowledge resource distribution and management aims to bridge the gap between content providers, information technology providers and other beneficiaries involved. This paper will focus upon the principles of design and construction of this innovative learning structure, directed at various ICT-related topics with such target member groups including higher education institutions. Keywords: flexible learning systems, augmented reality, interactive e-learning, virtual worlds. 1 Introduction Emerging research in the areas of learning through virtual practices is still being explored in terms not only of technology applications but also in terms of the socio-educational perspectives encapsulating the transfer of knowledge as applied generally or within a specific domain. Some of the research outlined indicates that while online learning management systems manage learning resources and course delivery, these may at times lack in offering a source of information which enables individual learners to interact dynamically with the environment offered in order to create personalised knowledge constructs. This challenge has given rise to an evolution in the search for a fusion between technology and learning systems, to yield flexible learning systems which offer personalisation and dynamicity in the presentation of information. Attwell [1] in his investigation of „Personal Learning Environments‟ – PLEs – and their impact on learning, views these environments as stemming from informal learning needs and lifelong education. Van Harmelen [13], describes PLE‟s as being „motivated‟ by a series of factors, such as the need for having a standard interface across institutions with different e-learning systems, to adapt to learners having different learning styles, as a response in part to needs of pedagogic approaches as part of educational technology programmes. This paper will show that such learning environments can be set up in virtual worlds, such as Second Life (SL) [9], which promise to bring together a number of resources such as data and information collected online, peer-to-peer collaboration systems, and social networks. The strengths over static virtual learning environments already in use, is that of offering flexibility in adapting to the different learning styles and needs of each individual. As a case example, the social learner would benefit from a socio-constructivist network approach which favours interactivity and peer collaboration. Other learning styles may benefit from guided approaches which might require individual guidance to reach the solution to a specific problem through „intelligent‟ assistance. Virtual worlds have the ability to not only use social networking as in peer collaboration but they have the added ability to act as knowledge management environments based upon experiential learning. Vuorikari [14] in her exposition on knowledge management and social networks argues that: Being able to organise one’s own knowledge as learning progresses, to create personal repositories of knowledge artefacts, and to enhance and enforce new ways of learning through social networks will be one of the challenges (classify, link, share, recommend, distribute). In the same manner as modern e-learning has been attributed properties of Web 2.0, the strengths of use of activity and interactivity in virtual worlds also coincides with Tim Berners Lee‟s vision of the Web [3] which he describes as having more to do with attitude rather than just technology. As illustrated in „Smart Web Learning Applications: the „InDy‟ Assistant‟[5], Berners Lee‟s idea is applied in such a way that the web is utilised to communicate, to collaborate and to share common information and knowledge. This will create not only “communities of practice” but also common platforms where learning is built gradually through content creation. 2 Objectives and Rationale Technology enhanced learning, as Wade and Ashman [15] describe, has many different facets all with the aim of improving the distance learner‟s experience. The distance learner has in fact evolved over the years and so did the needs of the same learner. The objectives of this paper are to highlight the needs for the application of new dimensions to learning as those provided by Augmented Reality inside virtual worlds. The diversity in learner differences arising from prior knowledge, competencies, learning style, communication preferences and cognitive style give rise to pedagogic strategies which need to be implemented with reference to design for the virtual world learning environment offering presentation of multimedia content, activities and collaboration adapted to individual preferences and context. The rationale behind the practice such strategies will serve to enhance users‟ learning experiences in terms of relevancy, motivation, effectiveness, efficiency, and satisfaction [15] . Moreover, as Berners-Lee et al. [4] mention, Allowing users to personalize their tools and workspace means that the Web remains more than a commoditised one-size-fits-all area and instead becomes a space within which people can carve out their own niches The weakness of e-learning platforms or as more commonly known, Virtual Learning Environments (VLEs), lies in the fact that while as course management systems they do deliver “environments for delivering and managing educational experiences” [6], they may at times lack in the ability to personalise information for each individual learner in such a way that he/she can dynamically create his/her own knowledge constructs [5]. Hoppe [7], maintains that e-learning will eventually make way for mainstream artificial intelligence in education using “active agents to steer human learning” and to identify the different learners‟ knowledge base. ARieL will provide the users with more than just a simple yet appealing graphical interface. It aims to reach further than VLEs and shift beyond the course management paradigm. It will offer a complete environment, rather than a single application, which will combine content, technology and pedagogy together in a more augmented form of reality. Mirroring Dagger et al.‟s [6] conclusions, ARieL will aim to ‘deliver knowledge when, where, and how you want it’. 2.1 What does SL have to offer? O‟Driscoll et al. [8] define SL as, the poster child for virtual worlds (VWs), those computer-generated mass hallucinations where people fly and perform magic, companies build artificial buildings and islands, and public relations firms spend boatloads of money making virtual splashes on behalf of clients with deep pockets SL is the size of a small city, with thousands of servers and a „Resident‟ population of over 13million [9]. Residents in SL are users whose representation or „alter-ego‟ in the virtual world are termed as „avatars‟. Avatars can take forms of augmented reality, where they become an enhanced form of the „real‟ person, or immersive, a fantasy representation dependent only on one‟s imagination. O‟Driscoll et al. [8] discuss e-Learning trends in SL making use of an important premise. Virtual Worlds are not aimed to replace forms of learning. Virtual Worlds, such as SL are seen as a tool to „enhance the experience and transfer of learning‟. The important question which they ask and which we have keep in mind when discussing the importance of Augmented Reality for learning experiences is; "What can this technology do that will enhance the learner's experience that my current learning technology portfolio cannot?" O‟Driscoll et al. [8] discuss the seven sensibilities impacting the educational experience in SL for the adult lifelong learning processes. Their arguments sustain that SL‟s potential, justly termed as the seven sensibilities lie in the: Sense of Self, Death of Distance, Power of Presence, Sense of Space, Capability to co-create, Pervasiveness of Practice, and Enrichment of Experience. The sense of self is brought about by the relationship developed between the persons and their virtual reflections – avatars or „alter-egos‟. SL offers little limitation when it comes to geographical spaces, and avatars can make their presence felt by the actions they perform. In addition one of the most important educational aspect of SL is the ability to co-create, with peers and within social networks. A number of virtual campuses, offer space for students to design, build and create model representations of a variety of objects or „prims‟. The ability to practice anytime, anywhere and on any virtual land, offers the experience, which research is indicating is becoming a prerogative and a requirement of modern day learners, paving the way for the future of learning. 3 Design 3.1 Learning Pedagogies ARieL as a project takes into consideration inter-departmental disciplinary fields, such as ICT, Architecture and Design, and Communications students, with a main focus on a target audience of tertiary education students. This means that the learning strategies and pedagogies employed aim to fit in with Faculty programme of studies and educational curricula. Although ARieL aims to exploit the students‟ capability to co-create it also aims to establish whether such forms of learning are indeed accepted by the students as individual learning objects and whether target aims are reached through the utilisation of virtual worlds within the realms of teaching. ARieL aims to revolutionise a pedagogical concept in such a manner as to have students develop teaching blocks for their own learning, thus exploring and augmenting the concept of having students actively build and shape their own learning. This is also in line with testing out the pedagogical principles which many are attributing to e-learning 2.0 Following in the tracks of Web 2.0, e-learning 2.0 is shaped from concepts built upon the application of technology. Although it seems that in the early days of instructional design more focus was given to learners, content and environment, e-learning 2.0‟s spotlight is more on platforms and technologies used [12]The learning design in ARieL is built upon concepts of: User generation of content; Using the “pulling” model versus the “pushing” model which is applied in the traditional teaching; the pulling model refers to methods whereby learners access and make use of content when and how they need it, enhancing the pervasiveness of learning access [12]; Making use of different forms of media (audio-visual) to disseminate content in order to attract and disengage attention; o Use of asynchronous designs to ensure non-linear navigational control – learners in SL do not need to follow a set trajectory of motion rendering more flexibility to the experience o Use of simple concise exposition when it comes to delivering content o Use of multiple modalities when it comes to explaining complex processes o Use of repetition o Use of Pedagogic Learning Agents (PALs) to reinforce social constructivist presence in learning approaches [16] Making use of semantic technology not only for the sake of applying the 2.0 technology forms but to enable easier knowledge access. 3.2 Building Blocks This project took form from the department of AI‟s (University of Malta) objective of developing more interdepartmental collaboration making use of new and innovative forms of teaching. The initial proposal of making use of virtual worlds to come up with a more flexible and dynamic form of e-learning was coupled with adding more intelligence. Students have been given ownership rights in SL virtual world to be able to construct and work in collaborative groups experimenting with adding intelligence to objects which they create. The initial pilot study sees AI students carrying out several mini-projects in SL. However ARieL aims to extend such a possibility to the other departments on campus, giving students the possibility to carry out work together in merging technology with design. The students were given targets which they needed to explore in SL with the aim of producing: Objects, artefacts, sites and/or buildings reconstructed as 3-D models in SL; To produce intelligent agent models as autonomous/semi-autonomous avatars in SL; To develop simple conversational agents within SL. 3.3 From 3D to Web 2.0 The movement of the 3D virtual world is spreading. As statistics show [9] the residents logged in SL, in April and May, amounted to 1,066,611. However this presence of residents in the virtual world is not really indicative of the challenges encountered by a number of university campuses and other educational virtual worlds. It seems that many suffer from: 1. Lack of resident presence 2. Lack of giving out assistance in using the technology and navigation [2] It has also been noted that when it comes to campuses, educational worlds and even museums found in SL, most often there is no accompaniment to the graphics, rendering the experience almost static. Avatars end up wandering in the virtual world without meaningful scope. ARieL aims to go beyond this and try to tackle these challenges by starting out with implementing its mission. ARieL wishes to create an environment which does not stand on its own, without any avatar presence. Residents are not invited to log into SL for the sake of having logged in. When residents log in, they do so with a scope which is complementary to the activities and classes happening in the „real‟ world campus. This also reflects the basic premise that this virtual world project doesn‟t aim to remove „real life‟ campuses and classroom practices. It also ensures that there is resident presence when it is needed and residents do not log in to find an empty virtual campus. This also paves the way for the second challenge which can be described as the lack of assistance, in terms not only of notices but also in terms of information management. ARieL aims to exploit SL, and shift from simply producing a 3D world and stopping there, towards producing an augmented reality with meaning, ergo Semantics. Use of semantics in order to add more meaning to the content, rendering interoperability with various external applications, all making use of web services will in our opinion add more functionality to the virtual world. It is also interesting to note that ARieL also proposes the use of „resident agents‟ or „avatars‟ ever present in the virtual world, whose aim is to offer assistance to residents‟ avatars who might need guidance in carrying out certain tasks, or simply to offer easier information access. An additional set of tools, merging folksonomies, or rather user-generated taxonomies and semantics, will aim to generate a framework which will aid residents in SL to create, generate and reuse content thus enhancing the social networking environment. This is being done in preparation for inter-departmental collaborations, between residents who might have advanced technical know-how and residents who might have less technical know-how but who are nonetheless encouraged and motivated to contribute actively to knowledge created and generated on the virtual campus. ARieL aims to create a framework which allows residents as avatars to tag, share, remix and discuss content, without having to know RDF and complex XML requirements as it will be generated behind the scenes. This approach will thus mitigate the threats and weaknesses pertaining to SL use whilst increasing the strengths of this augmented reality application, and enhancing the opportunity for more learning through collaborative practices. 4 A Case-Study The University of Malta has put forward an initial case study where students from the Department of AI, have been asked to experiment with SL and generate the building blocks of ARieL. Students created avatars, which avatars were then given enough ownership rights to be able to build and generate objects on SL. The aim of this first pilot study was to make allowances for creativity. Students were only limited by the building block objectives set as requirements for the mini-projects. Students were asked to start including basic intelligence to the 3D structures which they were producing, as well as to start experimenting with agents and the use of voice in the virtual environment. The case objects which the various students produced included a draughts playing environment where the avatars can Figure 1 - University of Malta pilot virtual campus Figure 3 – Playing Chess Figure 2 – Some 3D objects in University of Malta virtual land Figure 4 – Computer assistance during play choose to play chess either against another avatar or else against the computer itself. Avatars are guided by means of assistive text which shows on screen and which advises them what to do. Therefore the approaching avatar would be „advised to take a seat, and choose which colour he/she would like to play. He/she would then be pre-empted to choose an opponent. Once the opponent is chosen the game can be paused or restarted, and the player is informed about the moves taking place. A second mini-project involved a similar „game‟ where the avatar is invited to play against the computer in a game of simple mine-sweeper, using black versus white. The „advisory‟ text comes up on screen, showing the player the moves which have been done. This initial pilot study aimed to give indicative measures in terms of interest, motivation, stimulation as well as learning strategies which can be practiced. The pilot study will now need to go through the second phase, involving evaluation and testing with the premise of modifying and improving the various factors involved, from a pedagogic, technology and content perspective, in order to bridge the gap and produce a seamless e-learning environment. Such an environment will not only give rise to considerations based on use of platform and accompanying technologies, but it will also be considered as a “learnscape” – an experiential and innovative approach to learning by doing within augmented reality. 5 Further Research New Media Consortium (NMC), consisting of 200 leading universities and museums has been dedicating research and development effort in a bid to explore uses of new media and technologies for educational purposes. NMC is already in the process of testing out this virtual environment for a range of educational activities, such as art exhibits and in-world sessions exploring the concept of how virtual worlds can enable unique environments for digital storytelling as a means of learning. ARieL aims to make use of such methods in order to test the flexibility, feasibility, with a detailed SWOT analysis, towards achieving inter-departmental collaboration between ICT students and students from the Architecture and design students. Further research will include the investigation of applying and adding intelligence to the virtual world avatars, in conjunction with setting up a „virtual blended learning environment‟ where traditionally structured courses are set up in SL and managed „artificially‟ by intelligent agents disguised as avatars. Future research will also include the application of natural language and its implications in the educational impact of SL. As has been shown over time, conversation has been at the basis of many practices in education. SL, although containing the basic functionalities to use voice in order to have people converse naturally still lacks in the projection of more expressive avatars, and the use of natural language in order to achieve more functionality to the virtual reality. The integration of platforms and external applications demand more interoperability and application of standards. The use Semantics and Semantic WebServices will thus be made use of to provide the necessary standards integration adding more functionality and more usability within the realm of virtual worlds launching them from being simple 3D social networks, towards more holistic educational experiences. In addition, ARieL will also investigate the use of Sloodle in SL [10]. Sloodle will be used to merge together the virtual environment, thus augmented reality and 3D construction with interactive scripts, to the Moodle Learning system containing amongst others structured lessons, threaded discussions, assignment drop boxes and grading. This merger will bring about SL Object Oriented Distance Learning Environment, or Sloodle. It is also expected that ARieL explores other virtual worlds amongst which the open source 3D software development environment for use in creating and deploying collaborative multi-user online applications and virtual, amongst which The Croquet Consortium [11]. 6 Conclusions O‟Driscoll et al. [8] believe that as with most breakthrough technologies, Virtual Worlds are somewhat a solution looking for a problem. VWs can provide a platform for collaboration, community, and commerce, but so can a sofa. Aside from entertainment appeal, what's new here? In reality, what this paper aimed to address is that a problem truly exists…and the problem is in fact called „Change‟. The change in times is demanding a change in technology, due to the pervasiveness of the technology itself and the way that society has been ensnared in its mesh. Education, which is at the roots of civilised society, is thus being affected by this change, and this pre-empts for adaptability. Learners, employers, research, industry have been sustaining this evolutionary change from times when distance education was practiced using media such as TV and radio up to current times, when virtual worlds, augmented reality and artificial intelligence are becoming the order of the day. Virtual Worlds aim to delve more freedom in engaging different forms of learning. O‟Driscoll et al. [8] conclude by referring to virtual worlds as „Learnscapes‟ -learning/working ecosystems which constitute the following elements: Flow in balancing inactivity and challenge. Repetition allowing learners to repeat their experimentation until they are satisfied with the outcomes. Experimentation in encouraging learners to try and learn in the process. Experience which is more engaging than other digitally mediated technologies. Doing through practice. Observing through an essential communication platform. Motivation stimulated by the people‟s own active part. So what conclusions can be drawn? The industrial-age approach has indeed added barriers between the „classroom‟ setting and the real world. However complaints have too often been heard that graduates do not have the experience, the creativity and the motivation to be innovative and to be problem solvers. And where does that lead? Virtual Worlds, exploited as they should be may well provide an answer. They have the potential to evolve into a common world whose „life‟ is dependent on the innovation and motivation of the users. It is meant to bring everyone together on the same field through their own active participation. It has the potential of replacing rigidity with more flexibility, activity, interactivity and dynamicity shifting from the tangible world, that people are used to, towards an intangible world of knowledge, where the risk of innovation and creativity knows no boundaries. The final conclusive remark is that all this has been spurned from the aspiration to solve one problem…how to deal with the technological revolution…a change which seems to have been brought about by the needs of humanity. Such a revolutionary change is in fact fuelled in constant motion by the input and the attitude of society at large. Virtual worlds…augmented reality….artificial intelligence are merely additional resources in the hands of people, to be used and exploited as a means to improving the quality of life. 7 References [1] Attwell, G. (January 2007). Personal Learning Environment - the future of eLearning? E-Learning Papers , Vol2:1. [2] Barbieri, T., & Paolini, P. (2001). Reconstructing Leonardo's Ideal City - from Handwritten Codexes to Webtalk-II: A 3D Collaborative Virtual Environment System. Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage (pp. 61-66). Greece: ACM. [3] Berners-Lee, T. (2004, 01 09). Checking in with the Inventor: Tim Berners-Lee. (C. Lydon, Interviewer) WWW: http://blogs.law.harvard.edu/lydondev/2004/01/09 (accessed June 2008). [4] Berners-Lee, T., Hall, W., Hendler, J., O'Hara, K., Shadbolt, N., & Weitzner, D. (2006). A Framework for Web Science. Foundations and Trends in Web Science, Vol1:1 , 1-130. [5] Camilleri, V., & Montebello, M. (2007). Smart Web Learning Applications - the InDy Assistant. IADIS e-Learning. Lisbon, Portugal: IADIS. [6] Dagger, D., O'Connor, A., Lawless, S., Walsh, E., & Wade, V. P. (2007). Service Oriented Platforms - from monolythic systems to flexible services. IEEE Internet Computing , 28-35. [7] Hoppe, U. (2007, January). Can technologies offer intelligence in tutoring? (P. Davey, Interviewer) WWW: http://www.elearningpapers.eu/index.php?page=doc&doc_id=8555&doclng=6&vol=2 (accessed June 08) [8] O'Driscoll, T., Cross, J., & Trondsen, E. (2007). Another Life: Virtual Worlds as Tools for Learning. eLearn Magazine. Available WWW: http://elearnmag.org/subpage.cfm?section=articles&article=44-1 (accessed June 08) [9]Second Life. Available WWW: http://www.secondlife.com (accessed June 08) [10] Sloodle Learning System for Virtual Environments. (2008). Available WWW: Sloodle.org: http://www.sloodle.org/ (accessed June 08) [11] The Croquet Consortium. (2008). OpenCroquet. Available WWW: http://www.opencroquet.org/index.php/Main_Page (accessed June 08) [12] Tozman, R. (2007, December). The Next Generation of Instructional Designers. The eLearning Guild's Learning Solutions e-Magazine. Available WWW: http://www.elearningguild.com/articles/abstracts/index.cfm?action=viewonly&id=250 (accessed June 08) [13] Van Harmelen, M. (2006). Personal Learning Environments. Proceedings of the Sixth International Conference on Advanced Learning Technologies (ICALT'06). IEEE Computer Society. [14] Vuorikari, R. (2006). Can Personal Digital Knowledge Artefacts' Management and Social Networks Enhance Learning? Insight. Available WWW: http://insight.eun.org (accessed June 08) [15] Wade, V., & Ashman, H. (2007). Evolving the Infrastructure for Technology-Enhanced Distance Learning. IEEE Internet Computing , 16-18. [16] Wilcoxon, K. (2008, May). Do I have your attention? Design Practices Help Learners Engage. The eLearning Guild's Learning Solutions e-Magazine. Available WWW: http://www.elearningguild.com/articles/abstracts/index.cfm?action=viewonly&id=267 (accessed June 08)