Broadband Collaborative Learning and Research
Internet 2 |
Tele-immersion |
Scientific Visualization |
Local Visualization Facilities |
Telemedicine |
Video |
Background Information |
Broadband Educational Programs |
Collaboratories
Research labs are working on a number of projects that will provide transformative tools for learning and research in networked environments. Among the most significant emerging technologies are visualization, advanced collaboration tools, virtual reality, telemedicine, and teleimmersion. Some of the research into these technologies has been provoked by initiatives such as Internet 2 and the Next Generation Internet Initiative, which are facilitating fast, high-performance computing.
INTERNET 2 ORGANIZATIONS AND PROJECTS
Founded by the University Corporation for Advanced Internet Development in 1996,
Internet 2 (http://www.internet2.edu/) aims to develop high-speed networks along with innovative teaching and research applications that will take advantage of this greater speed. Over 170 universities are participating in Internet 2.
The Clinton administration's Next Generation Internet Initiative has
similar goals to the Internet 2 program, but is an explicitly governmental effort that is more focused upon developing network
technology and providing high-speed connections to particular organizations. See http://www.ngi.gov/.
Articles on Internet 2
Roger Smith, INTERNET2: High-speed Networking Sees the Light. Software Developer,
August 2000.
Smith describes the history and intent of Internet 2, then profiles three compelling Internet 2 applications: the National Tele-Immersion Initiative, the remote payload operations aboard the International Space Station, and the New World Symphony’s use of distance training.
http://www.sdmagazine.com/features/2000/08/f1.shtml
Katie Hafner, As Net Turns 30, the Sequel Is Still in Previews,
New York Times, October 7, 1999.
Hafner discusses criticisms of Internet 2, noting that some charge that little of its capacity is being used up and few innovative applications are being developed. But she does point to some exciting work being in done in tele-immersion and other technologies.
http://www.nytimes.com/library/tech/99/10/circuits/articles/07net.html
Larry Lange, Internet2: Up, Running, And Real.
Planet IT, May 10, 2000.
Lange highlights the promise of Internet 2 for multimedia applications.
http://www.planetit.com/techcenters/docs/advanced_ip_services/news/PIT20000510S0043
Ongoing Research
Internet 2's applications page
profiles some major
research themes, including the Research Channel, virtual laboratories,
and distance learning.
For a more extensive listing of specific projects developed for Internet 2, see The Advanced Applications Database.
http://dast.nlanr.net/Clearinghouse/Query.htm
EMORY's Internet 2
site features
detailed pages explaining Internet 2 and Emory's involvement in the
initiative. Relevant projects include:
"Collaborative Molecular Visualization, Design, and Analysis.
Dr. Luigi G. Marzilli's research group at Emory and two research groups at
Virginia Tech will collaborate in the molecular visualization, design, and
analysis of chemical agents thought to be involved in anticancer
activity.... Working remotely from their own offices and labs, the
scientists will jointly run computer programs to display molecular designs
and the results of analyzing their creations, use 'clearboard' software to
mark on these displays, and use audio and video conferencing to discuss
the results and next steps. Jointly running these programs and making
adjustments in real time will enable the collaborators to more rapidly
create, design, and analyze new molecules, thereby gaining a deeper
understanding that comes from allowing more variations to be tried."
Distance Education: Graduate Certificate Program in Public Health
"Emory's Kathy Miner will use the high bandwidth and
responsiveness of Internet2 to collaborate via video conferencing with
Johns Hopkins and the University of Washington at Seattle in the creation
of enhancements to distance-learning technologies refined by Emory's
School of Public Health that can deliver effective, high-quality, easily
accessible educational opportunities using a combination of text,
graphics, and interactive multimedia. The performance and responsiveness
of Internet2 will allow them to use more and longer audio and video clips
to "humanize" the instruction, show charts and graphs changing with
different populations and data sets, deliver timed tests, and give real
time feedback to make the learning experience more meaningful."
STANFORD (http://internet2.stanford.edu/): As a member of Internet 2, Stanford is developing cutting-edge research and teaching applications, including:
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"Distributed Surgical Planning/Collaboration: Researchers at
the National Biocomputation Center, headed by Dr. Kevin Montgomery of the
School of Medicine, are leading this project to allow groups of
geographically dispersed surgeons to collaborate on a surgical plan. The
project's team members have developed a system that constructs a virtual
workspace in which surgeons can visualize, interact with, and understand
their patient's data and collaborate and consult with surgeons in other
locations over the Internet2 backbone. Together with collaborators at the
NASA Ames Center for BioInformatics, the system's developers demonstrated
the first wide-area multicast stream over Internet2 (including CalREN and
Abilene) last March. Now, this work will be fully deployed and useful for
collaborating on real patients and to include new client sites."
"Course: Bodyworks: Bodyworks is a multidisciplinary course
organized by Professor Tim Lenoir of the History Department involving
participation from faculty from History of Science, Comparative
Literature, and from the Department of Surgery at the Stanford Medical
Center. Using Internet2 connectivity and the Zydacron OnWAN 350
videoconferencing system, the course is being taught simultaneously in
Winter Quarter 2000 on the Stanford campus, at Stanford's Paris Overseas
Studies Program, and at SUNY Buffalo. At each site, incoming and outgoing
video are projected on one screen, allowing the class to see themselves
and the remote class at the same time. Another screen projects PowerPoint
slides. Session are output to videotape so that teachers and students can
then capture clips for future presentations, demonstrations or review of
material via MPEG and RealVideo."
For its Internet 2 projects, Georgia Tech is emphasizing video projects and visualizations; see
http://www.hpc.gatech.edu/Internet2/.
TELE-IMMERSION
The Internet 2 program includes an initiative to develop tele-immersion,
which will enable users in different locations to work together as if they
are sitting in the same room. Tele-immersion will make use of cutting-edge technologies such as
3-D simulations, display technologies, audio
technologies, and robotics and haptics.
Background Information on Tele-immersion
Model Projects
Brown, Telecollaboration
"At Brown, we are developing Jot, an offspring of Sketch. The goal of Jot is to provide an end to end solution for the rapid production of mechanical parts in a collaborative environment. Using Jot... an idea can be rapidly sketched on the Active Desk at Brown, and using the Center's high speed televideo network, multiple people at other sites can suggest ideas for the improvement of the design. These ideas can then be incorporated into the design, and everyone's displays are updated to reflect the changes."
http://www.cs.brown.edu/research/graphics/research/telecollab/
UNC's Office of the Future
"is based on a unified application of computer vision and computer graphics in a system that combines and builds upon the notions of the CAVE(tm), tiled display systems, and image-based modeling. The basic idea is to use real-time computer vision techniques to dynamically extract per-pixel depth and reflectance information for the visible surfaces in the office including walls, furniture, objects, and people, and then to either project images on the surfaces, render images of the surfaces, or interpret changes in the surfaces. In the first case, one could designate every-day (potentially irregular) real surfaces in the office to be used as spatially immersive display surfaces, and then project high-resolution graphics and text onto those surfaces. In the second case, one could transmit the dynamic image-based models over a network for display at a remote site. Finally, one could interpret dynamic changes in the surfaces for the purposes of tracking, interaction, or augmented reality applications."
http://www.cs.unc.edu/Research/stc/teleimmersion/index.html
University of Pennsylvania, GRASP Lab
GRASP is working on 3-D view independent tele-conferencing.
http://www.cis.upenn.edu/~sequence/teleim1.html
University of Illinois, Old Dominion, Cave6D
With the development of high-performance computing and visualization tools, environmental scientists can perform sophisticated research about the dynamic processes taking place in the environment. The description of Cave6D provides extensive technical information about how such a system works.
VISUALIZATION: RESEARCH CENTERS AND APPLICATIONS
Numerical Aerospace Simulation Systems Division of NASA, Scientific Visualization Sites
A listing of a number of scientific visualization activities at universities, the private sector, the military, and governmental labs.
http://www.geom.unimelb.edu.au/envis/viz.sites.NAS.html
Research
Collaboratory for Structural
Bioinformatics (RCSB)
"The Research Collaboratory for Structural Bioinformatics (RCSB) is a
non-profit consortium dedicated to improving our understanding of the
function of biological systems through the study of the 3-D structure of
biological macromolecules. RCSB members work cooperatively and equally
through joint grants and subsequently provide free public resources and
publications to assist others and further the fields of bioinformatics and
biology."
http://www.rcsb.org/index.html
The San Diego Supercomputer Center is developing the Molecular Interactive Collaborative Environment (MICE)
to faciltate interactive, dynamic, 3-D visualization of complex data-sets. A group of servers and protocols known as ICE (Interactive Collaborative Environment) makes possible the collaborative capabilities of MICE.
http://mice.sdsc.edu/introduction.html
Florida Atlantic University,
High Bandwidth Applications,
July 1998.
In its proposal to the NSF, Florida Atlantic University describes why it should be included in the Internet 2 initiative, pointing to several innovative, high-bandwidth projects underway. Among the most significant are the Digital Mammography Collabotion with the University of Bremen and the Boca Raton Community Hospital, High Definition Television, and
Realistic Computer Simulations of Microscopic Properties of Materials.
http://www.fau.edu/irm/nsf0798.htm#C.4.a
University of Illinois at Urbana-Champaign, Electronic Visualization Laboratory
"EVL is a graduate research laboratory specializing in virtual reality and real-time interactive computer graphics; it is a joint effort of UIC's College of Engineering and School of Art and Design, and represents the oldest formal collaboration between engineering and art in the country offering graduate degrees to those specializing in visualization.... EVL is widely recognized for developing the CAVE and ImmersaDesk virtual reality display systems in 1992 and 1995 respectively. EVL's current research focus is "tele-immersion" - enabling users in different locations around the world to collaborate over high-speed networks in shared, virtual environments as if they were together in the same room." For a description of projects particularly relevant to education, see Tele-Immersive Learning Environments.
http://www.evl.uic.edu/EVL/index.html
Argonne Futures Lab
"The Argonne Futures Lab performs basic and applied research in advanced communications, collaboration, and visualization technologies (e.g., teleimmersion) to enable the development of wide-area collaborative computational science. Our focus is on the development and evaluation of high-end technologies and systems that extend and complement commercially available tools and resources." Part of the Argonne National Laboratory, the Future Lab's projects include display environments, advanced tools that can be used for sophiscated, collaborative visualizations, and virtual reality media tools.
http://www-fp.mcs.anl.gov/fl/
Santa Cruz Laboratory for Visualization and Graphics
This lab, part of the School of Engineering at UC Santa Cruz, is researching Nomadic Collaborative Visualization, Virtual Reality in Scientific Visualization, and Environmental Visualization.
http://www.cse.ucsc.edu/research/slvg/
Virtual Lightbox: An Image-Based Whiteboard for the Web
A tool under development at the University of Kentucky that will enable multiple users to collaborate in analyzing and manipulating digital images in a networked environment.
http://grendl.rch.uky.edu/~mgk/lightbox/
LOCAL VISUALIZATION FACILITIES
Data Visualization
in Science and Engineering (COMP 210)
This is a perfect example of the use of visualization technology
collaboration: pairing Computer Science students with domain-expert
students to develop 3-D content. A collaboration with an IUB science
course and this Rice CS course would allow development of 3D software by
Rice, with verification of its performance by the students in the IUB
course. Teams could be formed with multiple applications produced. (gh)
http://www.owlnet.rice.edu/~comp260/
The University of Houston and NASA's Virtual Environment Technology
Laboratory
features Silicon Graphics Onyx
Reality Engine graphics supercomputers and a CAVE (a cube, ten feet on a
side, with four display surfaces for total immersion).
http://www.vetl.uh.edu/
The Baylor College of Medicine's Biomedical Computation and
Visualization Laboratory is conducting research into electron image
reconstruction of macromolecular assemblies, x-ray crystallography,
computational neurobiology and molecular biology informatics. It looks
like they have some high-end graphic stations and advanced networking
capabilities.
http://www.bcm.tmc.edu/bcvl/
The Keck Center for Computational Biology,
a joint effort among local universities that is based at Rice, has an ImmersaDesk and other high-end visualization equipment.
TELE-MEDICINE
Through telemedicine, medical professionals use advanced computing and communications technologies to diagnose patients and conduct research despite geographical distances.
In 1998, High-Technology Medical Awards
were given to a number of ambitious telemedicine projects, including:
University of Colorado Health Sciences Center,
Networked 3D Virtual Human Anatomy.
"The goal is to build a virtual human cadaver based on the Visible Human dataset. An online virtual cadaver would be available to a wide range of students who can explore the virtual cadaver with a variety of tools. High-end applications will have a haptic interface."
Georgia Tech and the Medical College of Georgia,
Patient-centric Healthcare Management over NGI
"This project will demonstrate a patient-centric approach for health care management over the NGI. The demonstration will build upon the Electronic House Call system developed by Georgia Tech and the Medical College of Georgia to allow patients to videoconference with their health care providers and to monitor medical measurements over a secure network. A simple graphical user interface enables patients to control the system themselves. The system combines videoconferencing, vital signs measurements, patient education resources, and medical records, and enables patients to participate in their own health care."
Remote, Real-Time Simulation for Teaching Human Anatomy and Surgery
"Stanford University proposes to develop two teaching applications and a local NGI testbed network for evaluating their effectiveness. The first application will support instruction in human anatomy and the second the performance of surgical manipulations. Both applications will support synchronous collaboration through a shared virtual workspace and use haptic feedback to augment the visual sense. This technology will allow the definition of new curricular elements including the repeated dissection of anatomical structures, the visual segmentation of raw data sets, the creation of three-dimensional organ models, and the practice of fundamental surgical skills. The investigators anticipate that a wide community of teachers and users will, through a distributed client-server system, share online, image-rich data and professional experiences."
BROADBAND VIDEO APPLICATIONS AND RESEARCH
CAVNER (Center for Advanced Video Network Engineering & Research)
"CAVNER (Center for Advanced Video Network Engineering & Research) is a collaborative research initiative dedicated to the promotion and application of advanced networked video technologies. CAVNER coordinates and promotes relationships between the research and education community, private industry and technology users to bring to life new applications in the developing media-rich global network. CAVNER acts as a forum and intellectual space for engineers, researchers and users interested in furthering the development of networked video."
http://www.cavner.org/
Graphics and Visualization Center
The Graphics and Visualization Center, a collaborative and interdisciplinary NSF-funded center sponsored by Brown, Caltech, Cornell, UNC, and Utah, aims "to develop a distributed collaborative design and prototyping environment in which researchers at geographically distributed sites can work together in real time on common projects."
http://www.cs.brown.edu/stc/resea/telecollaboration/overview_telecollaboration.html
Video Conferencing in Higher Education
This report by Dr. Lynne Coventry of the Institute for Computer Based
Learning at Heriot Watt University explains both the technology involved
in videoconferencing and the ways that videoconferencing can be used to
promote learning. It describes technical considerations such as bandwidth
and video compression as well as pedagogical concerns such as open
learning and courseware.
http://www.man.ac.uk/MVC//SIMA/video3/contents.html
HIGH-BANDWIDTH TECHNOLOGIES IN EDUCATION: THEORETICAL, TECHNICAL, AND PEDAGOGICAL
CONTEXTS
Cisco Press, Designing Internetworks for Multimedia
, 1999.
Designing Internetworks for Multimedia offers extensive information about the technical specifications for broadband multimedia applications and networks, including multicasting, quality of service, and bandwidth requirements for various applications (from less than 100 kbps for speech to 100 Mbps for virtual reality).
http://www.ieng.com/cpress/cc/td/cpress/ccie/ndcs798/nd2013.htm
John Seely Brown, Growing Up Digital: How the Web Changes Work, Education, and the Ways that People Learn.
Change March/April 2000. (pdf file)
Brown, Chief Scientist for Xerox and former director of Xerox PARC, predicts how the web will transform learning. Of particular interest is Brown's description of the MadCap system, which marks a video stream according to moments of transition, levels of audience interest and annotation, and so forth.
http://www.aahe.org/change/digital.pdf
Clifford Lynch, Why Broadband Really Matters.
EDUCAUSE Quarterly 23.2 (2000). (pdf file)
Lynch, executive director of the Coalition for Networked Information, presents a cogent overview of some of the key issues in broadband.
http://www.educause.edu/ir/library/pdf/eq/a002/eqm0027.pdf
Greg Johnson, Collaborative Visualization 101,
ACM SIGGRAPH - Computer Graphics, pages 8-11, volume 32 number 2 May 1998.
Summarizes the different approaches to collaborative visualization and the technical challenges inherent in each.
http://www.sdsc.edu/~johnson/papers/ACM_1998/cg_1998may.html
Syrcause, Center for Excellence in Broadband Applications (CEBA)
A new center jointly founded by Syracuyse's Community Information and Technology Institute and Alcatel. CEBA will assess and provide information about advanced telecommunications technologies and applications relevant to the public sector.
EDUCATIONAL PROGRAMS EMPLOYING HIGH-BANDWIDTH COLLABORATIVE TOOLS
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The Singapore/MIT
Alliance
The National University of Singapore (NUS), Nanyang Technological
University (NTU), and the Massachusetts Institute of Technology
(MIT) are using sophisticated distance education technologies
to facilitate learning and research in engineering. The program
uses both synchronous and asynchronous delivery methods (see
http://web.mit.edu/sma/about/technology.htm);
synchronous delivery is done over Internet 2, while asynchronous
delivery is achieved through a special web platform that MIT
has developed.
http://web.mit.edu/sma/
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MediaLabEurope
"In May 2000, MIT and the Republic of Ireland signed a 10-year agreement to establish MediaLabEurope in
Ireland, as an independent, university-level, research and educational center. Based in Dublin,
MediaLabEurope is designed 'to re-invent the future' and replicate the innovative and entrepreneurial
environment of the world-renowned MIT Media Lab."
See a report on MediaLabEurope in The
Chronicle of Higher Education, 12/13/00.
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Global
Project Coordination
Stanford is collaborating with Sweden's Royal Institute of
Technology on "Global Project Coordination." Engineering and
business professors at both schools are leading a project-based
course that explores how students collaborate in a distributed
environment. This course does not seem as bandwidth intensive
as the MIT program; the focus seems to be more on enabling communication
than experimenting with new technologies. To see a current syllabus
for the course, click here.
http://www.stanford.edu/class/ie264-kosnik/
http://sll.stanford.edu/projects/ie264/index.html#overview
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Wallenberg
Global Learning Network
Stanford's Learning Lab and the Swedish Learning Lab belong
to the Wallenberg Global Learning Network, which is working
to improve education at all levels and across borders. "The
partnership aims to build an international community of expertise,
co-invest in experiments, share technologies, methods and research
results, and promote discussion of ideas and dissemination of
results." One of the Network's central aims is to explore how
technology can be used to enhance learning in an international
environment.
For instance, the Network's "Meeting
Places for Learning" project involves 3 complementary experiments
that are constructing and evaluating collaborative learning
environments. These environments will support visualizations,
simulations, high definition audio and video, and other advanced
communication tools.
http://www.wgln.org/
http://www.wgln.org/projects/meeting_places/
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The Learning
Center for Interactive Technology at the U.S National Library
of Medicine
"The Learning Center for Interactive Technology is a "hands
on" laboratory for the exploration of network-based applications
of information and education technology in the health professions.
Demonstrations available include: distributed learning; telemedicine;
Internet/Web-based multimedia applications; CD-ROM; virtual
reality; and National Library of Medicine applications such
as the Unified Medical Language System (UMLS); GratefulMed/PubMed;
and Visible Human Project."
http://tlc.nlm.nih.gov/
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WhartonDirect
An executive education program sponsored by Penn's Wharton
School and facilitated by Caliber, an educational content delivery
company spun off from Sylvan Learning. The program uses "live
webcast[s] with intervening lectures on demand. Students prepare
for class by accessing and completing lectures and other assignments
at their own convenience. They meet for a one-hour class session
online each week, making the most of their live time with the
faculty to address time-sensitive material (for example, the
latest changes in the markets), pose questions and discuss the
subject at a higher level of interaction and understanding."
The classes take place in lecture rooms (often based in shopping-malls)
that have a full suite of equipment. There is some interactivity,
since the instructor can check out what's going on at other
sites through video screens, and students at remote sites can
send typed messages to the instructor.
http://direct.wharton.upenn.edu/direct/technology.cfm?pg=tch
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The business schools at Virginia, Berkeley, and Michigan are
teaming up to offer
e-commerce courses using videoconferencing and chat rooms.
http://www.darden.virginia.edu/news/news_press_elinked.htm"
COLLABORATORIES
In Improving Research Capabilities Through Collaboratories (National Academy Press, 1999), William Wulf defines a collaboratory as a " . . . center without walls in which the nation's researchers can perform research without regard to geographical location--interacting with colleagues, accessing instrumentation, sharing data and computational resources, and accessing information from digital libraries." One of the premier collaboratories is the Space Physics and Aeronomy Research Collaboratory (SPARC)
, which supports scientific collaboration and provides 24-hour access to real-time and archival data in the upper atmospheric and space sciences. Collaboratories are under study at the University of Michigan's CREW (the Collaboratory for Research on Electronic Work), which
is researching the "design of new organizations and the technologies of voice, data, and video communication that make them possible."
For a readable overview of collaboratories, see Nancy Ross-Flanigan's "The Virtues (and Vices) of Virtual Colleagues" in a 1998 issue of Technology Review.
Home URL: <
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Copyright © 2000 by CODE.
Last updated December 14, 2000 by Lisa
Spiro for CODE (Committee on the Digital Environment at Rice
University).
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