Issues

A hand holds a digital tablet over a page of text with a decorative border, while the tablet's screen displays a 3D model of a cathedral.
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Truly Immersive Worlds? The Pedagogical Implications of Extended Reality

Abstract

This article provides an overview of the extended reality applications virtual reality (VR) and augmented reality (AR) and examines the affordances and constraints of each with regards to their application in the humanities. The interactive nature of these extended realities engages their audiences in new and compelling ways. VR and AR applications have moved beyond gaming and are proving particularly effective and engaging for historic recreations. However, these technologies also present new challenges, precisely because they create immersive worlds so captivating that these environments may be perceived as “real” rather than as simulacra, especially by students and the general public. Using both VR and AR projects based in medieval Europe (Bologna 3D Open Repository and 3D Paris Saga) as case histories, we discuss some of the issues that these technologies pose to their creators and to their consumers—from how they might be used to make a heritage site more meaningful, to how they pose dangers of an excess of verisimilitude. As these technologies become more ubiquitous in academic settings, these early ventures into extended realities highlight some perhaps hitherto unconsidered pitfalls as well as demonstrate the promise that these new technologies offer in terms of pedagogy and community outreach.

Introduction

In the summer of 2016, the world was introduced to the emerging technology of augmented reality (AR) in the form of Pokémon Go, a location-based, AR-enhanced game that became one of the most popular mobile apps of the year. Many people were already familiar with virtual reality (VR), “a medium composed of interactive computer simulations that sense the participant’s position and actions and replace or augment the feedback to one or more senses, giving the feeling of being mentally immersed in the simulation (a virtual world)” (Sherman and Craig 2003, 13). As a popular gaming environment, VR has four key elements: it is a virtual space for the participant; it is immersive on both a physical and mental level for the participant; it provides sensory feedback directly to the participant; and it is interactive, responding to the participant’s actions (Sherman and Craig 2003, 6–11).[1] VR, in its most effective form, requires the user to be isolated from a conscious awareness of the real world by some sort of head-mounted display, such as Oculus Rift, Microsoft HoloLens, or HTC Vive. Alternatively, the user can experience VR in an enclosed, projection-based or flat-monitor-based environment, such as a CAVE.[2] Typically, the experience must be held in a static, controlled space; otherwise, the user might collide with real-world objects in the effort to participate fully in the virtual world. And, for many individuals, the VR experience results in motion sickness, sometimes known as VR sickness or cybersickness.[3] In contrast, AR is a medium in which digital information is overlaid on the physical world that is in both spatial and temporal registration (i.e., alignment) with the physical world and that is interactive in real time (Craig 2013, 36). Consequently, AR is much more accessible because the required equipment, usually a smart device (iPad, iPhone, Android tablet, or Android phone), is minimal. The fact the user remains cognizant of the real world around them while using the technology reduces the possibility of motion sickness and does not typically limit the user to a static, controlled space for the experience.

Both technologies have applications beyond gaming and are proving particularly effective and engaging for historic recreations. Such recreations can have a significant impact on learning, for they engage viewers—both the general public and students—in an educational immersive experience. Many of these viewers may never visit the actual historic site in their lifetime, so accuracy is important. Consequently, we need to keep in mind that a 3D digital model is a re-creation and not the real place. And as we move forward with VR and AR, we must give serious consideration to the goals we need and/or wish the technologies to meet, particularly with respect to pedagogy. At this point in time, VR and AR are very successful in engaging audiences for both entertainment and educational purposes:

The increasing development of VR technologies, interfaces, interaction techniques and devices has greatly improved the efficacy and usability of VR, providing more natural and obvious modes of interaction and motivational elements. This has helped institutions of informal education, such as museums, media research, and cultural centers to embrace virtual technologies and support their transition from the research laboratory to the public realm. (Rousso 2002, 93)

For the user visiting a virtual heritage site, the experience can be highly engaging and educational as long as expert guidance is provided. VR and AR cannot substitute for pedagogical instruction. It is not so much that the user must be reminded that the virtualization is not real; rather, supporting documentation must be easily accessible within the virtual world to help the participant understand the meaning and significance of the 3D models they encounter. And content builders must take an interdisciplinary, if not transdisciplinary, approach to the creation of the 3D models and their VR- or AR-enhanced worlds if the learning experience of the participant is to be as significant and valuable.

These technologies have the promise not only of engaging students in the history itself, but also of inviting them to consider how the work of history is done. As scholars and experts, we require the 3D models and their environments to be historically accurate, but that accuracy is necessarily limited. All models are inevitably interpretations of available evidence, and making that process more transparent to the student leads not only to a better understanding of the subject matter but of the process as well. As Willard McCarty has noted,

The best model [e.g., digital humanities tool] of something, that is, comes as close as possible to what we think we know about the thing in question yet fails to duplicate perfectly that knowledge. Failure of the model in an engineering sense is its success as an epistemological instrument of research, because skillfully engineered failure shows us where we are ignorant. (McCarty 2003, 1232)

Failing to create the perfect 3D model of an object in terms of historical authenticity is to be expected and appreciated for what it can teach us not just about the technology but about the 3D model itself in terms of our understanding of its historic accuracy. As teaching tools, VR and AR force the historical experts, as content creators, and their students, as content consumers, to think very carefully and intentionally about the recreation. For example, precise verisimilitude of a medieval English village could only be achieved by travelling back in time to the Middle Ages to conduct the kind of fieldwork envisioned by Connie Willis in her 1992 science fiction novel The Doomsday Book—an unlikely prospect by anyone’s standards.[4] However, it is important that we think beyond what VR and AR can do today. Even if we fail to achieve what we want the technology to do, we will learn from our mistakes and, in so doing, improve both the technology and our students’ understanding of the historical method.

Historical Accuracy: A Theoretical Approach

Virtual constructions of historical objects and architecture raise very real concerns about verisimilitude. To what extent are such 3D models accurate representations of the original? In many ways, VR serves to validate Jean Baudrillard’s understanding of simulacra and concerns about the hyperreal. In Simulacra and Simulation, he argues that the loss of distinction between reality and its representation results in the hyperreal—a world “without origin or reality” (Baudrillard 1994, 1–7). It is pure simulation and, as a result, creates an anxiety of origin and authenticity. Virtual worlds, including those associated with VR, can evoke an apprehension about the hyperreal, especially if the 3D model is used to substitute for the original. The current interest by computer graphic experts and enthusiasts in the creation and redistribution of virtual historic sites illustrates the problem. “Archaeological illustration and reconstruction is not new,” as Clifford L. Ogleby notes,

but the advent of high-speed affordable computers and the associated graphics capability gives people the opportunity to create better looking imagery. The imagery, however, is often the result of the technology, not archaeological or historical research. When this imagery is distributed without the accompanying research that explains the decisions made in the reconstruction, it is open to a variety [of] interpretations. This problem is compounded when the imagery is posted on the [world wide web], as the image can be extracted from the surrounding text and interpreted as an artifact rather than as a diagram. (Ogleby 2007)

Ogleby demonstrates this issue using easily obtainable images from the web that purport to portray accurate reconstructions (some computer generated) of the mausoleum at the ancient Greek city of Halicarnassus.[5] The images are imprecise and even erroneous, yet accepted by the general public as real: “Many people will tend to ‘see’ a photo-like image to be more like a photograph, and therefore a record of a real place in time” (Ogleby 2007). Not surprisingly, these online images almost always fail to include provenance, authorship, and veracity—information that would help the viewer to determine the authenticity of each 3D model and would serve as a reminder that the image being viewed is just that, an image, and not the original. The problem is only exacerbated when these models are incorporated into a virtual environment such as Google Earth or Second Life (Ogleby 2007).[6] These immersive and interactive worlds can encourage the non-expert user, such as a student, to accept the computer-generated model as an overly realistic recreation of the original.

Nevertheless, we should not be dissuaded from using the technology for pedagogical purposes both in the classroom and the community at large. Pierre Lévy argues convincingly against viewing the virtual as simply unreal: “The virtual, strictly defined, has little relationship to that which is false, illusory, or imaginary. The virtual is by no means the opposite of the real. On the contrary, it is a fecund and powerful mode of being that expands the process of creation, opens up the future, injects a core of meaning beneath the platitude of immediate physical presence” (Lévy 1998, 16). It is an actualization rather than a realization, one that involves “the production of new qualities, a transformation of ideas, a true becoming which nourishes the virtual in a feedback process” (Lévy 1998, 15).[7] The virtual and the real are not binary opposites. Rather, they exist on a continuum that supports a complete range of realness from the fully real to the fully virtual. Such a reality-virtuality continuum was first proposed by Paul Milgram and his colleagues. They suggest that everything in between is a mixture of reality and virtuality, including AR in which the real world is augmented by virtual enhancements and AV (augmented virtuality) in which the virtual world is augmented by the real (Milgram et al. 1995, 282–92).[8] The more obviously artificial nature of AR/VR visualizations may be used in a classroom setting to illustrate the sorts of choices that historians make in any evaluation/representation of historical data. What becomes important is not the degree of artificiality but rather the transparency of the method. Just as the creator of the virtual representation must make choices about how “real” to make their visualization (what to include and exclude), so the historian makes choices regarding what data to include and how that data is represented. The artificiality of extended reality technologies thus opens the door to conversations about not only the material being studied, but also the means by which it is studied.

The appeal of VR and AR is not new. Humanity has long held a fascination for trying to create a virtual experience of reality. In the nineteenth and early twentieth centuries, panoramic paintings became particularly popular, including the development of 360º murals that were intended to fill the entire field of vision and make the viewer feel as if he or she were in the virtual world depicted by the paintings (Thompson 2015).[9] The nineteenth century also saw the development of the stereoscopic[10] viewer and images, precursors to the View-Master and, more recently, Google Cardboard (Virtual Reality Society 2016). Experimentation in film also contributed to the development of the technology, particularly the widescreen camera lens. French filmmaker Abel Gance introduced “polyvision,” a specialized widescreen film format that involved the simultaneous projection of three reels of film in a lateral montage, in his 1927 silent epic Napoléon (Cuff 2015, 24). Polyvision, as well as the later development of CinemaScope and Panavision using widescreen lenses, gave the audience a panoramic and, subsequently, more immersive film experience. It was not until 1929 and the development of the flight simulator (Virtual Reality Society 2016) that a virtual environment was designed for teaching rather than for entertainment purposes. This focus on the pedagogical potential of virtual environments has become even more important today as VR and AR evolve from game platforms to teaching tools.

Both technologies exemplify the concerns faced by experts building virtual heritage sites.[11] For historians, archaeologists, and other scholars, the photorealism of the 3D models is the primary goal. In general, there are ten principles of 3D photorealism: clutter and chaos; personality and expectations; believability; surface texture; specularity; aging dirt, rust, and rot; flaws, tears, and cracks; rounded edges; object material depth; and radiosity (light reflections off diffused surfaces) (Fleming 1998, 3). To achieve photorealism, the computer-generated object should demonstrate at least seven of these ten principles (Fleming 1998, 3–4). The virtual world should not be pristine and unblemished because reality is messy and dirty. This concern for photorealism does not, however, apply in the same way to human 3D models. In fact, few virtual heritage reconstructions include human figures and for good reason. Firstly, creating realistic human models is time consuming and expensive since it requires a digital artist with considerable skill in drawing and modelling figures from life. Architectural and cultural artifacts are usually less difficult to build as 3D models. Secondly, living models, unlike objects, are expected to move in some way. Animation adds a complex layer of technology that is usually not the primary focus of the recreated physical environment. Thirdly, and most importantly from a pedagogical point of view, human 3D models can complicate the virtual experience by encouraging the user to try and interact with them rather than focus on the physical reconstruction of the heritage site. Finally, there is the consideration of how exactly “real” such human figures should be. The more realistic the 3D model of the living figure, the more likely that it will become an example of the uncanny valley phenomenon described in social robotics: that is, the 3D model will be almost too real so that the minor imperfections of the recreation become disturbing and even repulsive.[12] Thus a caricature of a human figure may be more appealing and effective than a truly realistic and complex representation in VR or AR.

Two Historic Recreations: Modelling Challenges

Bologna 3D Open Repository is the result of a collaborative project between the municipality of the city of Bologna and CINECA Interuniversity Consortium, an academic supercomputing group that offers technological support to education, business, and the community. The project’s primary goal was to build 3D models for the creation of a virtual Bologna that the municipality could use to promote the candidacy of the city’s historic porticoes, or arcades, as a UNESCO World Heritage Site. The repository is now maintained as a site dedicated to the collection and sharing of the 3D models for didactic purposes—namely teaching students about the city and its history. Figures 1 through 3 show some of the 3D models created by the consortium:

View of 3D model of the Portico of San Luca in Bologna

Figure 1. Portico of San Luca.

Aerial view of 3D model of the hilly landscape south of Bologna

Figure 2. Hilly landscape south of the city.

3D model of the medieval character, Apa, leaning against a desk with an open book on it

Figure 3. Scene of a medieval university lecture.

Through these visualizations, students can learn about the architectural history of Bologna from the medieval period through to the 18th century. The computer graphics are high quality and demonstrate a number of the principles of digital photorealism. In particular, the architecture and landscapes exhibit great attention to detail and authenticity. The project includes human figures, not typical of most historic recreations, and these figures are generally caricatures rather than realistic representations of people. Certainly, such a use of humor in a virtual historic re-creation emphasizes the project’s desire to appeal to a broad, public audience (Guidazzoli, Liguori, and Felicori 2013, 58–65).[13] And the less-than-realistic style of the human figures avoids the potential issue of the uncanny valley.

Like the Bologna 3D Open Repository, the 3D Paris Saga project uses AR and VR to tell the narrative of the architectural history of Paris. Their approach, however, differed considerably. Dassault Systèmes, a European software company that specializes in 3D design, built a complex virtual world that traces the history of the city through almost 2,000 years with a special focus on a 3D reconstruction and interactive experience of the fourteenth-century Palais de la Cité and the Sainte-Chapelle (“Voici” 2015). The project originally included a 90-minute television documentary, a CAVE experience of the virtual world using 3D glasses (Vitaliev 2013), a PC-compatible interactive 3D website, and an AR-enhanced print book (Dassault Systèmes 2012). The visual accuracy and detail of the 3D architecture, topography, and atmosphere enrich the photorealism of the virtual world (see Figure 4). The fact that familiar monuments are shown in various stages of construction transforms the virtual experience into a deeper educational one. Considerable attention is also given to the appearance of the skies, reflecting typical Parisian weather rather than an idealized and eternal perfect sunny day (see Figure 5). Again, 3D human models that inhabit the virtual city are not a common feature of such historic recreations. They are merely shadowy figures and remind the viewer that Paris was always inhabited; however, because the figures are so ethereal, they avoid the uncanny valley phenomenon and encourage the viewer to explore the historic constructions rather than try to interact with the animated models themselves.

Aerial view of 3D model of the Grande Cour and Trésor de Chartres in Paris

Figure 4. View of the Grande Cour and Trésor de Chartres with shadowed human figures in the courtyard (Dassault Systèmes).

Despite its initial success, the VR element of the project is no longer easily accessible: the CAVE environment is only available at Dassault’s Paris headquarters by appointment to select visitors.

View of 3D model of the rose window on the west façade of Notre Dame Cathedral in Paris

Figure 5. View of the rose window on the west facade (Dassault Systèmes).

Virtual reconstructions such as these help students understand cultures, histories, and artifacts that are physically, temporally, or culturally distant. While it may be difficult for American students to visit Notre Dame, extended realities can help them experience it in a way that more traditional media cannot.[14]

The AR-Enhanced Text

The most successful component of the 3D Paris Saga has been the AR-enhanced companion print book published by Flammarion. Whereas current AR technology uses a mobile application on a smart device to trigger the digital enhancements embedded in the printed page, Dassault requires the user to hold select pages from the print volume up to the web camera on a PC.[15] Like a virtual pop-up book, the 3D models appear on the page as viewed through the computer screen (see Figure 6).

AR-enhanced book opened to show the 3D model of Paris emerging from the printed page

Figure 6. AR-enhanced print text (Dassault Systèmes).

The user may turn the book in order to see all sides of the 3D model, thereby gaining a greater appreciation of Parisian architecture throughout history, including the Middle Ages. However, interacting with the book and the technology is awkward and lacks the mobility that a smart device offers. It is also counterintuitive to the standard reading process since the user holds the book but looks away from it at the computer screen.

AR-enhanced texts are not new. Mark Billinghurst and his team at HitlabNZ (the Human Interface Technology Lab at the University of Canterbury, New Zealand) created some of the first examples in the early 2000s. Called “MagicBooks,” the texts are designed to encourage children to read:

The computer interface has become invisible and the user can interact with graphical content as easily as reading a book. This is because the MagicBook interface metaphors are consistent with the form of the physical objects used. Turning a book page to change virtual scenes is as natural as rotating the page to see a different side of the virtual models. Holding up the AR display to the face to see an enhanced view is similar to using reading glasses or a magnifying lens. Rather than using a mouse and keyboard based interface users manipulate virtual models using real physical objects and natural motions. Although the graphical content is not real, it looks and behaves like a real object, increasing ease of use. (Billinghurst, Kato, and Poupyrev 2001, 747)

Although early forms of AR used abstract, specifically designed images (often QR codes) to trigger enhancements, the technology has advanced to the point that any complex, informationally dense image may serve as a fiducial marker. The use of mobile apps and smart devices makes interaction with the text easy and intuitive.

A new wave of AR technology seems to be driven by the increased capability and ubiquity of our mobile devices. Jordan Frith notes that early theories about the internet hypothesized that humanity (or at least that bit of it that could afford computers) would become more isolated and private—living their lives at home—we assume spending their time (and money) ordering from Amazon (Frith 2002, 136). Mobile computing has diverted us from this possible future. Instead, we are bringing our private lives into public spaces, attempting to control these spaces through our AirPods or earbuds, our Google maps, and Four Square—all the while curating our experience of the urban environment on social media.

It is to this mobile landscape that AR brings such promise. AR’s ability to overlay the physical world with digital information offers a new kind of experience and understanding of our world. Victoria Szabo argues that AR may be used to make the site of cultural history more meaningful to their visitors through the layering of digital information over the physical space. As she explains, “Mobile AR systems have the potential to help users create situated knowledge by bringing scholarly interpretation and archival resources in dialog with the lived experience of a space or object” (Szabo 2018, 373). In so doing, she argues, the visitors move from comprehension of the site which entails historical distance and critical interpretation—in other words traditional educational materials that might guide visitors through the site—to apprehension. Apprehension is more experiential learning and “relies on the tangible and felt qualities of the immediate experiences” (Martin 2017, 837; quoted in Szabo 2018, 374). The ability of AR to merge the “real” physical world of the historical site with digital material such as reconstructions, interpretive data, etc. facilitates both apprehension and comprehension.

When we consider an AR publication, however, we are moving away from Szabo’s paradigm to its inverse. With the book form, we are beginning not with the physical space—which already brings with it the tangible learning central to apprehension—but with the more traditional way of making meaning within education: the book. AR is still in its infancy in the publishing industry, but interest in its possibilities is growing. According to one 2017 poll, only 9% of Americans have experienced an AR application (Martin 2017, 20). Yet in this same year, five major tech companies, including Apple, launched AR frameworks or apps following the surprising success of the AR game Pokémon Go in 2016 (Tan 2018, 22). According to Digital Capital, an investment group, AR and VR are poised to become major players in technology. They estimate an AR/VR market of $108 billion with AR as the primary force and with predicted revenues of $90 billion by 2022 (Tan 2018, 22). This market data may seem irrelevant to academia, but what it means is that publishers are beginning to move into AR as well, creating new opportunities for academic AR publications. Major news media such as The New York Times, The Guardian, The Wall Street Journal, BBC, CNN, Hulu, and Huffington Post have all experimented with some form of Virtual, Augmented, or Mixed Reality (VAMR) media (Martin 2017, 21). Deniz Ergurel, technology journalist and founder of the media start-up Haptical, asserts that VAMR marks the next major technological shift. According to Ergurel, “Every 10–15 years, the technology landscape is reshaped by a major new cycle. In 1980s, it was the PC. In 1994, it was the Internet. And in 2007, it was the smartphone. By 2020, the next big computing platform will be virtual reality” (Martin 2017, 20).

AR text, because it is multisensory, can bring some of the features of experiential learning to its readers including the visual features of the text, historical contextualization, images, audio, video, data visualizations, supplementary text, and most importantly, 3D AR augmentations. The multimodal possibilities of AR texts make them particularly useful to teachers of literature that is culturally or historically distant because, through such reading environments, students may be more easily introduced to the material culture that surrounds and creates the texts they are studying. Furthermore, this approach allows the students to engage with the material in a multimodal fashion, appealing not only to the language centers of the brain, but to the visual and aural centers as well. The digital environment encourages the reader (and even the author) to “play” with the text in terms of design and interactive engagement (Douglas 2000, 65). The brain’s ability to play is something we, like many animals, are hardwired to do for survival; consequently, the process of reading text, especially digital text, has neurological value precisely because it encourages the brain’s playfulness (Armstrong 2013, 26–53).

Conclusion: The Future of VR and AR

The argument can be made that neither VR nor AR offers a truly immersive experience because not all five primary senses of the participant are engaged. Certainly, computer technology can generate both visual and aural enhancements in the form of 3D models and recorded sound. However, touch, smell, and taste are more challenging. Haptic tools, such as gloves or a stylus device, are becoming more popular and offer both the VR and AR user the ability to touch and sense physical contact with virtual objects. AR actually has the advantage of offering much more real-world haptic information by default than VR can. With AR, the user can feel the actual book because it can be a real-world object, but, in VR, the technology must do something to allow the participant to feel such an object because the entire environment is computer created. Demand has been less so far for smell and taste, although there have been some experiments, largely unsuccessful, in adding odors to virtual worlds. Recent developments in the creation of technological tools to trigger the sensation of taste in an individual, such as the “digital lollipop” (Ramasinghe and Do 2016) and Electronic Food Texture System (Niijima and Ogawa 2016, 48–9), show promise for the eventual incorporation of this primary sense into the VR experience.

If full sensory engagement is required for a virtual world to be completely realized, then perhaps the most immersive and interactive experience of the Middle Ages may be one that is not computer-generated at all: Jorvik Viking Centre. Located in York, England, the museum and tourist attraction was created in 1984 and has long been famous for its appeal to the senses of its visitors, most significantly the sense of smell. A quick glance at such online review sites as Trip Advisor, Virtualtourist.com, etc. makes it clear that the intentional smells associated with the exhibit are not just memorable but also a significant factor in recommending the Jorvik Viking Centre. The exhibit’s use of scents to enhance the Viking experience has even generated scholarship exploring the effectiveness of odor in retrieving the memory of the tourist experience. Apparently, it is very effective (Aggleton and Waskett 1999, 1–7).[16] The Centre, in fact, intentionally engages all the senses of its visitors in order to make the historic re-creation a memorable and educational experience. In 2015, it actively promoted its non-digital exhibit in the language of virtual and augmented technologies, inviting guests to have a 4D Viking encounter rather than a mere 3D one. In this campaign, the Centre emphasized that all five primary senses of its visitors will be fully engaged (Jorkvik Viking Centre 2015):

  • Touch: Handling collection of Viking Age artefacts, including bone, antler and pottery, on offer to visitors in the queue—participants will be blindfolded and asked to identify the object/material.”
  • Sight: Binoculars are available in the ‘Time Capsules’ that take visitors around the recreated Viking city. These are to be used to spot the various animals that inhabit the scenes of the ride experience. A ‘spotter’s guide’ will be issued, allowing visitors to score themselves against their finds.”
  • Taste: A Viking Host will be on hand to explain the Viking diet and offer up tasters of unsalted, dried cod (a Norse delicacy) and for visitors over 18, Mead, a beverage made of fermented honey, will be available.”
  • Smell: JORVIK is already famed for its re-creation of the smells of the 10th century York but this will be taken a step further with the introduction of ‘smell boxes’ in the ‘Artefacts Alive’ gallery. A new aroma will be located next to a display of object, with the smell paired to match the contents. [Four] smells will be available: Iron (for the Iron working display), Leather (next to the leather and shoemaking), Beef (for the general living display), and wood (for our wood finds).”
  • Sound: A Viking will entertain visitors with period-specific musical instruments (including a recreation of the panpipes found at Coppergate) and retellings of some favourite Viking sagas.”

But as entertaining as the Jorvik Viking Centre clearly is, do we really want, or even need, a fully immersive and interactive experience? From the perspective of pedagogical effectiveness and student engagement, perhaps not. AR may, in fact, be the technology that has greater potential as a pedagogical tool precisely because it allows the user to learn in a digital environment while always keeping a strong foothold in the physical world—a reminder that the 3D world is not, ultimately, a real place.

Notes

[1] For further discussion of these key elements, see Søraker 2011, 44–72.

[2] Cave Automatic Virtual Environment: an immersive video theatre experience in which a participant wearing shuttering glasses views stereoscopic images as they are projected on the walls of a self-contained space in response to the participant’s position and actions.

[3] Such motion sickness may be caused by display and technology issues, sensory conflict, or postural instability; see LaViola, Jr. 2000, 47–56.

[4] Curiously, in 1935, a version of what we consider to be VR glasses was, in fact, envisioned by science fiction writer Stanley Grauman Weinbaum in his short story “Pygmalion’s Spectacles”; see Project Gutenberg http://www.gutenberg.org/files/22893/22893-h/22893-h.htm.

[5] Given the current interest in VR and AR, it is tempting to turn to 3D model sites, such as TurboSquid, to purchase ready-to-use models; however, evaluating these models for historical accuracy is essential. For example, searching on “medieval castle” brings up a wide selection of 3D models from fairly realistic structures to fantasy, fairytale confections that should be avoided for virtual historic sites; searching on “medieval woman” is even more problematic in terms of the results.

[6] Rousso expresses similar concerns about virtual heritage representation: “First, the issue of validity of information, commonly referred as authenticity. Second, the importance of accuracy in the representation of this information. Authenticity and accuracy are characteristics that archeologists, historians, and museum people strive to achieve and that the general public comes to expect from them. On the other hand, technologists dealing with the visualization of certain content are more concerned with the technical issues that pertain to implementation of the visualization and less concerned with authenticity and accuracy of the content itself” (Rousso 2002, 93).

[7] For a fuller analysis of Lévy’s understanding of actualization, see Ryan 1999, 78–107.

[8] For a detailed analysis of Milgram’s concept, see Craig 2013, 28–35.

[9] For an example of a 360º mural, see the Mural Room of the Santa Barbara County Courthouse which depicts the history of Santa Barbara, California, painted by Daniel Sayre Groesbeck in the early twentieth century: https://www.billheller.com/vr/Santa-Barbara-County-Courthouse-Mural-Room-360/.

[10] Stereoscopic imaging is the technique of creating an illusion of depth by using two offset images, one for the left eye and the other for the right, so that the brain processes both as a single, 3D image.

[11] We are making a distinction here between virtual heritage sites, which are 3D reconstructions of archaeological sites, architecture, or any other type of object, and 3D “real virtual worlds,” which combine 3D with “community, creation, and commerce,” such as World of Warcraft and Second Life; see Sivan 2008, 1–32.

[12] The phenomenon was first described by Masahiro Mori in 1970 and translated as “uncanny valley” by Jasia Reichard (Mori 1978).

[13] The project team has, in fact, used the 3D models to produce an award-winning stereoscopic short film, APA Etruscan (2012), for the Museum of the History of Bologna in which APA, an Etruscan character (see Figure 3), takes the viewer through a virtual history of the city.

[14] It is perhaps worth noting that, even though such virtual reconstructions are typically informed by the real world, the 3D digital exterior model of Notre-Dame de Paris created by Dassault Systèmes for the 3D Paris Saga as well as the 3D interior model created by Unisoft for the game Assassin’s Creed Unity may prove to be valuable resources for the rebuilding of the Cathedral after it was severely damaged by fire on April 15, 2019. Ironically, the real may now be informed by the virtual; see Wong 2019.

[15] For an example of how the book works, please see the following video: https://www.youtube.com/watch?v=sbZuQcXchkM.

[16] Capitalizing on the Centre’s success with odor and its notoriety, York’s tourism board published Britain’s first scented tourist guidebook in 2014 (Gordon 2014).

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Acknowledgments

We are extremely grateful to Alan B. Craig for reading and commenting on an earlier version of this article and for drawing our attention to the Bologna 3D Open Repository.

About the Authors

Tamara F. O’Callaghan is a Professor of English at Northern Kentucky University where she teaches medieval literature, history of the English language, and introductory linguistics as well as digital humanities approaches to literature. She received a Ph.D. in medieval studies from the Centre for Medieval Studies, University of Toronto, with a specialization in Middle English and Old French literature and medieval manuscript studies. She is the co-author of the textbook Introducing English Studies (Bloomsbury, 2020) and has published on medieval literature and manuscript studies as well as on the digital humanities and teaching. She also co-directs The Augmented Palimpsest Project, a digital humanities tool which explores how the medium of AR can be used in teaching medieval literature.

Andrea R. Harbin is an Associate Professor of English at the State University of New York, Cortland where she teaches medieval literature, the history of English, and Shakespeare and serves as department chair.  She has worked as a digital humanist since 1998 as curator/editor of NetSERF: an Internet Database of Medieval Studies. She received a Ph.D. in Medieval English Literature with a specialization in medieval drama from The Catholic University of America, and has published articles on digital humanities, pedagogy in medieval studies, and medieval drama. She is likewise a co-director of The Augmented Palimpsest Project.

Screenshot of the Chirality VR experience displaying two 3D models being manipulated by virtual hands.
1

Virtual Chirality: A Constructivist Approach to a Chemical Education Concept in Virtual Reality

Abstract

Extended reality (XR) is a growing interest in academia as instructors seek out new ways to engage students beyond traditional learning material. At the University of Florida, a team of library workers at Marston Science Library identify and design virtual reality (VR) learning objects for faculty and staff across campus. In summer 2019, the team at Marston Science Library and faculty in the Department of Chemistry partnered to pilot the implementation of a VR learning object into a general chemistry course. The Library team met with chemistry faculty and teaching assistants and developed a corresponding experience in virtual reality using the Unreal Engine, a game engine used in VR development. The VR learning object was designed for the section of the course related to chirality, an important chemistry concept that requires spatial awareness to understand. This article will explore VR as an approach to constructivist pedagogy and its application in chemistry education, specifically as a tool to positively impact spatial awareness. The results of the pilot implementation of the VR learning object was successful as chemistry faculty anecdotally noted increased student engagement and understanding of the course material. After a successful pilot, the learning object was also deployed in two organic chemistry courses. A survey was used to collect information from the students’ perspectives and demonstrated that the experience was beneficial for users developing spatial awareness of molecules for chemistry education.

Introduction

Extended reality (XR) and its subsets, virtual reality (VR), augmented reality (AR), and mixed reality (MR), have expanded their roles in academia as researchers continue to seek out emerging technologies to solve modern problems. In the realm of teaching and learning, instructors are turning to XR learning objects as potential improvements on traditional learning objects. In response to this interest, universities have grappled with deploying VR learning objects in spite of associated costs and complicated logistics (Kavanagh et al. 2017). At the University of Florida (UF), Marston Science Library (hereafter Library) created MADE@UF, a virtual reality development space run by library staff, with the vision of providing VR technology to all of campus. The Library’s mission for MADE@UF is two-fold: supporting student learning and development of virtual reality, and aiding faculty in identifying, developing, and implementing VR experiences in curriculum.

In maintaining and coordinating a VR development space, the Library collaborates with faculty across campus from various disciplines including English, medieval studies, astronomy, psychology, and tourism, to name a few. These collaborations can involve identifying existing VR experiences to deploy as well as creating VR experiences for specific courses. In summer 2019, faculty from the Department of Chemistry approached the Library with an idea for VR experience to be designed for an Accelerated General Chemistry course in fall 2019. The Library assembled its team of experts, consisting of the Engineering Education Librarian, who is also the director of MADE@UF, the Chemical Sciences Librarian, and the 3D and Emerging Technologies Manager. Each Library team member brought their individual expertise in learning theories and pedagogies, chemistry education, and virtual reality development, respectively, to consider how creating a virtual simulation would benefit teaching and learning in this Accelerated General Chemistry course.

Constructivist Pedagogy in Virtual Reality

Constructivism as a learning theory involves the learner constructing their knowledge based out of their experiences in which the learner is an active participant (Glasersfeld 2003). Most VR experiences discussed in scholarly literature are not built on constructivist pedagogy; rather, most practitioners focus on and research intrinsic factors, such as immersion, motivation, and enjoyment, as essential to using virtual reality applications in teaching and learning (Kavanagh et al. 2017). This initial oversight is understandable, as before establishing the pedagogy of a virtual reality experience, the most fundamental aspects of virtual reality must be established. However, early VR researchers reference the importance of presence, accommodation, and collaboration while advocating for VR as a framework for constructivism (Bricken 1990). Immersion, another intrinsic factor, is fundamental in creating a virtual reality experience that is compatible with constructivism, specifically that “immersion in a virtual world allows us to construct knowledge from direct experience, not from descriptions of experience” (Winn 1993). These fundamental aspects of a VR framework must emphasize the importance of establishing identity, presence, and collaboration within a virtual space, all of which would be self-evident in physical spaces; this would then allow the learner to experience conceptualization, construction, and dialogue, which are staples of constructivist pedagogy (Fowler 2015). These intrinsic factors guide the creation and implementation of VR learning environments as frameworks for pedagogies to build upon (O’Connor and Domingo 2017).

In addition to focusing on intrinsic factors, researchers are also attempting to categorize VR learning objects retroactively under various pedagogies and learning theories such as experiential learning, situated cognition, or constructivism (Johnston et al. 2018). Of all the pedagogies and learning theories used in VR, constructivism is the most referenced pedagogy to accompany virtual reality experiences in education (Kavanagh et al. 2017). Constructivism is not inherent to all virtual reality experiences as it requires more than VR can independently provide. Rather, constructivist VR experiences should aim to provide feedback that results in revision and restructuring of previous knowledge constructs (Aiello et al. 2012). The VR experience also needs to include active learning, a component of constructivism in which learners derive meaning from their sensory inputs, so learners can freely explore and manipulate their environment while receiving sensory feedback (Chen 2009). VR experiences using a constructivist approach can facilitate knowledge construction and reflection as well as social collaboration (Neale et al. 1999). A benefit of a constructivist approach in virtual reality is improving the learners’ perceived usefulness of the learning material, which is the most significant contributor to positive learner attitude (Huang and Liaw 2018). A constructivist approach to VR has also led to gains in knowledge, skills, and personal development in a VR learning environment (Bair 2013). Spatial visualization, an important factor in chemistry education, has proven malleable and positively impacted by VR designed with constructivism pedagogy (Samsudin et al. 2014).

Chemistry Education Background

The molecular properties and chemical reactivity of compounds rely heavily on the way molecules are arranged and oriented in three-dimensional space, which is referred to as the stereochemistry of a molecule (Brown et al. 2018). A fundamental skill for chemistry students is the development of spatial awareness at the molecular level: understanding the structural geometries and relative sizes of molecules, as well as how to mentally translate between different visual representations of molecules, is a prerequisite to understanding and predicting chemical phenomena (Oliver-Hoyo and Babilonia-Rosa 2017). Teaching students how to visualize molecules in space is one of the quintessential challenges in chemistry education, particularly because the nebulous nature of chemistry concepts can be difficult to make tangible. Because there is no way to directly observe a molecule or molecular interactions at the sub-nanometer scale, models are used to represent chemistry concepts in both chemistry education and practice. A particular stereochemistry concept introduced at the undergraduate level is the chirality, or handedness, of organic molecules. Chirality refers to the relationship between objects that are mirror images of one another but cannot be perfectly aligned (or “superimposed”) on top of each other (Brown et al. 2018). This property is visible in all everyday objects that aren’t perfectly symmetric, such as a person’s left and right hands, threaded screws, and headphone earbuds. At the molecular level, organic compounds have a chiral center at any carbon atom with four different groups attached to it. Recognizing chirality and systematically naming chiral molecules are particularly troublesome tasks for undergraduate students due in large part to the difficulty of mental 3D visualization required to “see” these properties (Ayorinde 1983; Beauchamp 1984).

Research has indicated that handling concrete and pseudo-concrete representations of molecules (tactile models and computer-generated graphics) improves students’ spatial understanding of molecular structures in comparison to abstract 2D representations (Ferk et al. 2003). Educators have deployed a variety of visualization tools to help students translate the 2D representations of compounds in the pages of their textbooks into visualized 3D objects, including handheld “ball-and-stick” modeling kits and computer-based modeling programs. Ball-and-stick models were first employed in the mid-nineteenth century (Matthew F. Schlecht 1998) and are still the most widely used method for 3D visualization in undergraduate chemistry curricula. However, these model kits make a number of assumptions about molecular structures that are not accurate, including that bond lengths and atom sizes are all uniform. Commercially available modeling kits vary widely and leave more advanced visualization nuances to the imagination of the students. Computer modeling programs have the ability to represent individual molecules more accurately in terms of bond lengths, bond angles, and atom sizes because they do not rely on fixed physical pieces that the user assembles. Most of these programs are streamlined for ease of use and there are many free and open source software options for students to access (Pirhadi, Sunseri, and Koes 2016), including the popular programs Avogadro, JMol, MolView, and Visual Molecular Dynamics. The largest drawback of computer graphic representations for student learning is that they are not tactile and are typically viewed on a computer screen. A comparison of the 2D structural drawings common in chemistry materials, 3D models built with ball-and-stick model kits, and pseudo-3D digital images generated by computer software are shown in Figure 1.

The chiral molecule bromochlorofluoromethane as represented by the typical 2D line-angle formula created in Chem Draw, two different commercial ball-and-stick model kits, and computer modeling generated in Mol View.
Figure 1. The chiral molecule bromochlorofluoromethane (CHBrClF) as represented by (a) the typical 2D line-angle formula created in ChemDraw; (b) two different commercial ball-and-stick model kits; and (c) computer modeling generated in MolView.

Now that the costs of developing XR learning objects and obtaining the equipment necessary for students to experience them are becoming more obtainable, chemistry educators are exploring the use of AR, MR, and VR in the classroom. A review on the use of XR in education highlighted that course content being presented in a novel and exciting way, the ability to physically interact with the media, and the direction of students’ attention to the important learning objectives were all positive factors in the success of XR lessons (Radu 2014). Some examples specific to the chemistry domain include laboratory experiments designed in game engines like Second Life (Pence, Williams, and Belford 2015), AR smartphone applications that allow molecules to jump off the pages of lecture notes as 3D structures (Borrel and Fourches 2017), molecule building and structure interactions with AR (Singhal et al. 2012), environmental chemistry fieldwork simulated through VR (Fung et al. 2019), and VR experiences involving interactive computational chemistry (Ferrell et al. 2019). For teaching students about stereochemistry and chirality, the power of VR to bridge the divide between the structural accuracy of computer modeling and the tactile advantage of ball-and-stick model kits seems promising.

Many chemistry-education protocols have proposed that using multiple model types is the most beneficial approach for teaching students who may learn in different ways (Dori and Barak 2001). While there is evidence that viewing instructors manipulate computer models on a screen does improve student understanding in large chemistry lecture courses (Springer 2014), allowing for students to directly manipulate the model themselves has been suggested as the ideal approach to implementing computer modeling whenever feasible (Wu and Shah 2004). Encouraging students to translate between 2D and 3D representations during a facilitated interaction with 3D models has also been suggested to improve students’ ability to reason with chemical formulae, as opposed to students using models on their own with no instructor intervention (Abraham, Varghese, and Tang 2010). Combining these constructivist and chemistry education pedagogical insights, we chose to design and implement a lesson on visualizing, handling, and naming chiral organic molecules using an in-house built VR experience. During this lesson, the following strategies were employed:

  1. Undergraduate chemistry students in the class were previously instructed on the concept of chirality in their lecture course and had been exposed to 2D representations of chiral molecules.
  2. Each student had the opportunity to individually participate in the VR experience.
  3. Students were able to freely handle, rotate, and superimpose the molecules in the 3D virtual space.
  4. Students in groups were asked to make observations and explain the chemical phenomena in the virtual experience.

Design and Implementation of the VR Learning Object

The VR chirality experience was designed for CHM 2047, a one-semester, accelerated undergraduate General Chemistry course designed for students with a strong high school chemistry background who are interested in moving into upper-level chemistry courses. The course met three times a week with two lecture periods and one discussion period. The faculty member led the weekly lectures and split the students into five groups for the weekly discussion periods; each of the discussion groups was led by a peer mentor, an undergraduate student who had recently completed CHM 2047 and finished at the top of the class. Chemistry doctoral students were also involved in the course as teaching assistants (TAs) and participated in some supervised instruction as well as oversaw the undergraduate peer mentors. For the discussion period related to chirality, the faculty member for CHM 2047 solicited the expertise of the Library team to incorporate a virtual reality learning object. The Library team created a virtual reality template for classes to use in an assignment that allows learners to interact with 3D molecular models using virtual tactility and physics. During this interaction, the Library team devised a constructivist approach for the learning object.

Learners would recall knowledge learned in prior and current chemistry courses, specifically knowledge related to chirality and systematically describing chiral geometries. Drawing on this knowledge, students in groups would hypothesize and discuss their observations of the virtual environment and the molecules within it. Students would interact with other group members, testing their ideas about the virtual experience, and constructing an understanding of the learning object. Ultimately the objective for the students is to locate the chiral center of a molecule, describe the geometry of this chiral center, and realize the non-superimposable nature of chiral pairs. Additionally, students may be able to create a mental visualization of the molecules and improve their spatial awareness.

In order to prepare the VR template for use in the course, the instructing professors were asked to compile a list of relevant chiral molecule examples, generate computer models of these molecules using the software of their choice, and provide the models to the Library team in .PBD file type form. Although this activity was focused on small organic molecules, the Library team proposed this workflow because .PBD file types can accommodate small molecules as well as large macromolecules, such as proteins and polymers. This practice would allow for the use of protein structures from the Protein Data Bank (PDB), a global archive of 3D structure data of biological macromolecules (wwPDB consortium 2019), in future VR activities with ease. It is also possible to allow students to directly generate structures and provide them to the Library team, rather than the course instructors, as a part of the chirality lesson. The Library team was then able to import these 3D models into the game engine while retaining all color information provided in the original software. The Library team used an in-browser file converter designed by chemists to rapidly generate XR files from chemical structure files called RealityConvert (Borrel and Fourches 2017) to process the models from their original filetype (.PDB) to .OBJ 3D models with associated .PNG and .MTL files for mapping color to the model’s topography.

The team chose Unreal Engine V 4.20 because it is free to use for educational purposes and boasts pre-built VR interactive tools. Aside from its practicality, Unreal Engine can reproduce a project for Windows, Mac, mobile, HTML5, and other platforms. Once the VR template is set, it is relatively easy to drag and drop a new molecule model into the program and view it in immersive VR. The template was designed to show every loaded model in a museum-style room on a pedestal with the name of the molecule displayed above. The learner can approach each model, walk around it, and see from every angle. They can pick it up using motion controls and rotate the model in their hands. They can also grab a model in each hand to freely move the models around and compare. Once released, the model snaps back to its original position. For increased usability, the team felt it was necessary to design a physics object that had a natural feel when the viewer grabbed the model and rotated it using their own wrist and controller movement; this is notable as the team removed any physics interaction created by overlapping objects as well as the game engine’s own preset “gravity.”

The team chose a very plain room to model, using rectangular topography so as not to distract the learner from the molecules placed throughout the space; ample lighting was generated to create a well-lit space to explore. Additional lights were added below each of the models to highlight the topography and heighten the sense of three-dimensionality. The experience allowed the learner to move around the room by two separate methods depending upon the configuration of the VR experience. Either the learner could physically move through the space if using a VR setup that allows for full-range motion tracking; or the learner could use a trigger on the hand controller to point to a specific point in the virtual space and “jump” to it when releasing the trigger. A simple text document was provided to explain the controls.

The pedestals in the room were arranged according to a grid with three pedestals in each row. The learning objective of the VR experience was for students to compare the two versions of chiral arrangement for each molecule selected by the instructor. Chiral molecules are systematically classified as either R (“Rectus,” right-handed) or S (“Sinister,” left-handed) configurations. In each row of three pedestals, the R and S versions of the molecule were placed on the far left and right sides of the row. On the center pedestal of each row, a side-by-side display of both R and S versions was shown for the students to view. Because students were expected to determine and assign R or S configuration to the molecules they viewed, the R and S structures were intentionally randomized in regard to their positions on the “left” or “right” side of the room so as not to indicate chiral configuration. For example, one molecule might be arranged as R, R and S, S in its row in the room, while another might be arranged as S, R and S, R.

It is worthy of note that because the 3D models were placed in the VR space as non-rigid bodies—meaning that the objects can clip through one another and occupy the same virtual space—students were able to experience the non-superimposability of chiral molecules in a unique way. The defining feature of chiral molecules is that they cannot be perfectly aligned on top of one another, and typically ball-and-stick models of the two versions are held side-by-side as closely as possible to demonstrate this property. However, in this VR environment, students were able to hold one version in the same space as the other version for each chiral pair and see that no matter how they manipulated the models, they could not align all atoms in a way that matched.

Screenshot of the Chirality VR experience displaying two 3D models being manipulated by virtual hands.
Figure 2. Screenshot of the Chirality VR experience displaying two 3D models being manipulated by virtual hands.

Once the template was updated to include the student-created models, the VR learning object was installed on VR-ready computers in the MADE@UF space at Marston Science Library. Library workers set up three Oculus Rifts on VR-ready computers in MADE@UF for five consecutive class periods on the day of a discussion period. Groups of two to four students moved to the VR stations, each with an Oculus Rift headset for the student and a monitor for the supervisor, a role filled by the peer mentor, teaching assistant, faculty member, or chemistry librarian. The role of the supervisor was to explain logistical questions with minimal input about the content of the experience, although supervisors would intervene if the students’ conclusions about the virtual experience were incorrect. The students interacted with the five sets of molecules, each set increasing in complexity as the student progressed through the virtual space. The students were able to manipulate, compare, and superimpose the two models in order to assign R/S configuration.

Further Use and Assessment

The CHM 2047 course instructor was looking to expose students to more advanced chemical concepts beyond the typical first-year general chemistry curricula in an innovative way. Chirality is a concept that may sometimes be introduced at the general chemistry level but is universally taught during the subsequent organic chemistry sequence. After the VR program was created and implemented in CHM 2047 during the fall of 2019, the same program was used for facilitated VR experiences in Fundamentals of Organic Chemistry (CHM 2200) and Organic Chemistry and Biochemistry 1 (CHM 3217) during the spring 2020 semester.

After these VR sessions were completed, a brief survey instrument (see Appendixes) was deployed in order to assess the student’s perceptions of the VR experience’s effectiveness in improving their understanding of chirality, including in comparison with other chemistry model types, and whether the students experienced any accessibility barriers during the process. Responses were collected from twenty-one students in total from the three chemistry courses.

Students were asked which molecular visualization methods they have used while studying chemistry and which they found most valuable to their understanding of chemical concepts. The four methods were VR (used by nineteen), ball-and-stick models (used by sixteen), drawings (used by nineteen), or a non-VR computer model (used by nine).

Bar graph depicting student use of visualization methods in chemistry.
Figure 3. Student use of visualization methods in chemistry.

In terms of ranking how valuable each visualization method was, VR was ranked as the top choice with ten of twenty-one students, followed by drawings (seven students) and ball-and-stick models (four students). Two students ranked VR as their lowest choice method. Although nine students answered that they have used non-VR computer modeling before, none of the respondents ranked computer modeling as their top preferred visualization tool, which may be related to the intangible nature of computer modeling for novice chemistry learners.

Bar graph depicting student ranking of preferred visualization method while studying chemistry.
Figure 4. Student ranking of preferred visualization method while studying chemistry.

The majority of students believed that virtual reality was a benefit to their spatial awareness of molecules. Eighteen of twenty-one students believed that manipulating the molecules in the virtual reality experience improved their ability to make R/S assignments. Sixteen of twenty-one students believed that manipulating the molecules in the virtual reality experience improved their understanding of the non-superimposibility of enantiomers. Lastly, seventeen of twenty-one students believed that manipulating the molecules in the virtual reality experience improved their ability to mentally visualize molecules. Students who answered in the affirmative to these questions often referenced that being able to see, visualize, move, hold, and touch the molecules was a benefit. One student described the experience as “incredibly helpful experience for someone like me that isn’t the best at spatial configurations,” while another mentioned that they “can still visualize how the molecules looked in the virtual reality experience and it has helped me to visualize molecules in my head.” A small group of students did not believe the VR experience was helpful. These students indicated that they already had an understanding of the concepts or that ball-and-stick models were superior. One student noted that “ball and stick models do the same without all the fancy equipment.”

The student responses to the survey highlight a need for improved methods for teaching content that requires spatial reasoning. While some students already have the requisite spatial reasoning skills, other students struggle with converting 2D, non-tangible drawings to a 3D mental construction. VR in chemistry can then serve as a tool to create more accessible content for a subset of students who historically have struggled with spatial reasoning. VR could then be used in conjunction with the traditional 2D drawings and ball-and-stick models.

One area of improvement for the VR experience was related to the visual accessibility of the program. Survey responses recorded that one out of the twenty-one respondents experienced “barriers” during the lesson, but this respondent did not disclose specific details of the accessibility issue. However, during one of the sessions hosted in the library, a library facilitator was needed to dictate the colors of specific atoms and indicate their identities to a user with color blindness. This accessibility concern is widespread in chemistry and chemistry education because periodic table elements are typically designated by a common color scheme and visualized molecules usually do not contain textures or patterns in addition to color coding. In future iterations of this VR experience, finding ways to depict atom identities that do not rely on color perception will increase user accessibility.

Reflection and Conclusion

Overall, the VR experience was successful. Chemistry faculty and TAs conducted informal debriefing sessions with the students following the Library VR session. Students provided positive feedback, with several noting an increased understanding of chirality following the VR experience. The faculty and instructors noticed the students were more engaged during the VR session than during other discussion or lecture periods, a feat that was observed to be uncommon for undergraduate chemistry courses. The course instructor mentioned that in previous years, the typical assignment on chirality involved students drawing 2D representations of 3D structures on paper; after the VR experience this semester, students commented on the ease of model manipulation the experience granted and said that they “truly understood” what the concept of chirality meant. The professor also noted that the undergraduate peer mentors (who had previously been students in the course before the VR lesson was implemented) “were particularly content on the new way to look at molecules, describing it as a more direct way to understand the role of 3D in chemistry.” The chemistry faculty are already interested in using the experience again for their Fall 2020 coursework, and several other chemistry faculty have also contacted the Library about deploying a similar VR learning object for their classes. The CHM 2047 professor commented that “it is clear from the success of this assignment that teaming up chemistry instructors with experienced librarians is the best combination to implement new technologies within the chemistry curricula.”

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Appendix A: Survey Instrument

Appendix A

Appendix B: Survey Results

Appendix B

About the Authors

Samuel R. Putnam is the Engineering Education Librarian at the University of Florida, where he is the mechanical and aerospace engineering and engineering education liaison and directs the MADE@UF virtual reality development space. He received his MLIS from Florida State University in 2009, focusing on library management and leadership. Samuel’s current research focuses on multimodal and multimedia instruction as a means to promote information literacy and active learning.

Michelle Nolan is the Chemical Sciences Librarian at the Marston Science Library in the University of Florida, where she serves as the reference and instruction specialist for users pursuing chemical research. She received her PhD in chemistry from the University of Florida in 2018, where her doctoral studies focused on organometallic synthesis and materials deposition, and she transitioned from bench scientist to library employee later that year. Michelle’s current interests include student-centered learning related to chemical information and the promotion of social justice in STEM disciplines.​

Ernie Williams-Roby is a visual artist and designer based in Gainesville, Florida. He holds an MFA in Art + Technology from the University of Florida. He has contributed internationally to digital media artmaking and invention in the academic and public spheres for over a decade.

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Introduction: Issue Sixteen

Conversations about digital pedagogy tend to revolve around the twin poles of unbridled enthusiasm on the one hand and entrenched skepticism on the other. Despite the institutional investment in the digital humanities evinced by the creation of specialized Certificate, Masters, and PhD programs across the country, including at Northeastern University, Duke University, and the CUNY Graduate Center, digital approaches to other disciplines, as well as digital pedagogy across the disciplines, often remain understudied. And despite possibilities afforded by digital tools for the increased engagement and shared knowledge production in the classroom, many instructors are wary of the challenges new technologies pose to the traditional learning process. In particular, instructors tend to be cautious of the perceived attention-deficit run by students constantly bombarded with fast-moving interactive images. One of the primary benefits of instructional technology, in fact, is probably the very thing that makes some instructors anxious about student attention spans: it is often interactive technology’s ability to pull content out of sequence that activates students’ analytic skills and enables sustained, problem-based concentration. So, for example, something as simple as a word cloud in which the size of each word corresponds to its repetition in a passage of literature can help to illustrate the main preoccupations of the text; the linearity of the text can mask these repetitions, but the instructional technology helps to draw them out.

As the essays in this edition of The Journal of Interactive Technology and Pedagogy make clear, one of the benefits of a digital approach to pedagogy is that it can both slow down the learning process for students, as in the example above, and foster critical thinking about the implications, risks, and affordances of technology in the classroom. The characteristic tension in conversations about digital pedagogy between enthusiasm for, and skepticism of, digital tools and methods can obscure serious questions about surveillance, community, and experiential learning that the scholarship of digital pedagogy provides the opportunity to explore. Bringing these questions to bear not only on the types of assignments one designs involving digital tools, but also on the presentation of digital issues themselves, produces more engaging and inclusive curricula and activities that help make students critical digital practitioners at the same time as they learn subject material.

We are excited to share with you Issue Sixteen since it offers a deeper dive into some of the key questions that inform thinking about technology and pedagogy. For instance, Andrew Roth and Alex Christie remind us that failure in DH spaces and curriculums can be a productive site for learning. Their essay, “Beyond the Fear of Failure: Toward a Method for Student Experiential Autobiography Mapping (SEAM),” foregrounds exactly how inevitable technical failures can become important sites for innovative pedagogy. They argue that the seams, or fissures, that emerge when technical tools break down also become the very ties that make faculty and staff collaborations so productive. In their own collaboration, Roth and Christie explain how students practice important skills like problem solving and troubleshooting from an integrated project-based curriculum.

Karen Rose Mathews and Gemma Henderson’s collaboration at the University of Miami’s Lowe Art Museum, “Animating Antiquity: Student Generated Approaches to Recontextualizing Ancient Artworks Using Digital Technologies,” offers a tangible example of the ways technology affords opportunities for students to create knowledge that engages the public sphere. Using 3D models and prints, their students designed new modes for museumgoers to access the feel and function of ancient artworks. In their example of pedagogical innovation, both graduate and undergraduate students were able to create research dossiers as assemblages by integrating multiple experiential modes that could increase learning access.

The digital humanities have provided important sites for innovative approaches to experiential learning and interactive teaching. Jenna Freedman’s zine, “Weigh of Showing,” offers the zine genre as an alternative mode for assessing students’ involvement with course materials. She argues that there are multiple kinds of literacies that the formal essay format cannot always measure. In this, she posits that there are other ways of knowing, and that in other ways of showing, students can explore how they learn not only through writing but also through feeling, seeing, and listening.

Technology foregrounds the manifold forces that are changing the very idea of “the public,” since it opens new spaces for communication and community. In his “Changing Culture, Changing Publics: Redesigning the Rhetorical Public,” Philip B. Gallagher explores the ways in which rhetorical publics are changing to argue how user-based document design should respond to the Public’s new elevated status. He traces a rhetorical history of civic communication responsive to audience expectations, and examines how such communicative practices will need to adapt to the demands of technology and the knowledge communities they produce. As distinctions between private and public continue to blur, this question concerning the redesign of a rhetorical public will be increasingly urgent.

Even as technology offers the potential for more inclusive teaching and learning, it is important to be attentive to the moments when it reifies old patterns and practices of exclusion. Christina Boyles makes this point in “Finding Fault with Foucault: Surveillance and the Digital Humanities.” She argues that, while surveillance studies has done well to demonstrate the ubiquity of surveillance technologies and their erosion of personal rights, the fact that the effects of surveillance are not distributed equally is underappreciated. Indigenous peoples, for instance, have experienced some of the harshest forms of panoptic surveillance in lands claimed by the United States, and our inability to recognize this inequality only works to bolster the logics of conquest and the colonial machine. Her intervention reminds us that, as teachers and scholars, we must be willing to question the culture and the canon in the service of a more just future. This, along with the other essays in this issue, provides new avenues for thinking past old tensions in debates in digital pedagogy by examining the concrete implications of the work we do.

About the Editors

Shelly Eversley teaches literature, feminism, and black studies at Baruch College, City University of New York, where she is Associate Professor of English. She is Academic Director of the City University of New York’s Faculty Fellowship Publication Program and Founder of equalityarchive.com. She is the author of The “Real” Negro: The Question of Authenticity in Twentieth Century African American Literature as well as several essays on literature, race, and culture. She is editor of The Sexual Body and The 1970s, both special issues of WSQ, a journal by the Feminist Press. She is also editor of the forthcoming book Black Art, Politics, and Aesthetics in 1960s African American Literature and Culture (Cambridge), and is revising a new book titled The Practice of Blackness: Cold War Surveillance, Censorship, and African American Literary Survival. She earned her undergraduate degree at Columbia University, and her graduate degrees at The Johns Hopkins University.

Krystyna Michael is an Assistant Professor at Hostos Community College, City University of New York. Her current book project, The Urban Domestic: Homosocial Domesticity in the Literature and Culture of 19th- and 20th-Century New York City, explores the relationship between transformations in urban planning and domestic ideology through American literature of the city. She has published articles and reviews in The Edith Wharton Review, The Journal of American Studies, and Postmedieval and is a member of the editorial collective of The Journal of Instructional Technology and Pedagogy. She works on the development teams of the grant-funded CUNY-based OER platforms, Manifold and the CUNY Academic Commons, and her courses center around American literature and writing, the digital humanities, and architecture and city space.

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Table of Contents: Issue Sixteen

Introduction
Shelly Eversley and Krystyna Michael

Beyond the Fear of Failure: Toward a Method for Student Experiential Autobiography Mapping (SEAM)
Andrew Roth and Alex Christie

Animating Antiquity: Student Generated Approaches to Recontextualizing Ancient Artworks Using Digital Technologies
Karen Rose Mathews and Gemma Henderson

Weigh of Showing
Jenna Freedman

Changing Culture, Changing Publics: Redesigning the Rhetorical Public
Philip B. Gallagher

Finding Fault with Foucault: Surveillance and the Digital Humanities
Christina Boyles

Issue Sixteen Masthead

Issue Editors
Shelly Eversley
Krystyna Michael

Managing Editor
Patrick DeDauw

Copyeditors
Param Ajmera
Elizabeth Alsop
Patrick DeDauw
Angel David Nieves
Brandon Walsh

Staging Editors
Inés Vañó García
Lisa Brundage
Anne Donlon
Benjamin Miller
Teresa Ober
Luke Waltzer

Data visualization with flowing of student activity, featuring red dots networked in hub-and-spoke arrangements (created in Gourse).
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Beyond the Fear of Failure: Towards a Method for Student Experiential Autobiography Mapping (SEAM)

Abstract

This article advances a pedagogical ethos, which we call SEAM (Student Experiential Autobiography Mapping), that deliberately interweaves the interests of students, staff and faculty. As we argue, it additionally facilitates the design of project-based assignments that foreground the instructive value of failure. Within this context, we discuss instances where specific technological failures experienced in our fourth-year practicum have prompted us to change the way we teach our first-year courses and administer our workstations and servers. Doing so creates a feedback loop that allows us to incrementally refine our curriculum over time. After outlining the theoretical context for this approach and detailing how it allows students to learn from productive failure, we discuss a case study in implementing our SEAM approach in the classroom. As part of this discussion, we share practical examples for designing digital humanities assignments that incorporate failure as a learning outcome. We then go on to advance a longitudinal methodology for visualizing student learning over the course of an entire program, incorporating student technobiographies and user story mapping. Combined, these pedagogical strategies facilitate reflective student, staff, and faculty practices that allow a digital humanities curriculum, and chosen teaching tools, to grow and adapt over time.

Our Interactive Arts & Science students were less than two weeks away from competing in the LevelUp Student Showcase with their videogame created in our fourth-year capstone course. Yet minutes before a public play testing session they had encountered a show stopping bug. Random text and textures in their game were mysteriously replaced with glyphs: strings of cipher strewn throughout their game world, strange portents whose only underling message appeared to be the obvious—the game was unplayable, unreadable, and no one had the slightest idea as to the cause. Such failures are common in complex projects—from renovating classrooms to building a digital game. In our respective staff and faculty roles at Brock’s Centre for Digital Humanities, we are concerned at once with building and administering digital humanities infrastructure (i.e. workstations, servers, collaborative spaces) and reflecting upon how failures within those systems impact student learning. As we collaborate across our staff and faculty roles, we increasingly find the most potentially instructive failures occur when students brush up against the limitations of a particular tool. As a result, we are developing a broadly applicable digital pedagogy, combining technobiographies (Henwood 2001; Ching and Vigdor 2005; Brushwood-Rose 2006) and user story mapping (Patton 2014), that teaches students, staff, and faculty to learn from the productive failures that occur when we encounter the unforeseen limitations of the tools we use. Such learning involves deploying tools to solve a problem but also refining learning outcomes to enhance student-led problem solving using those tools. Operating in a multi-perspectival mode that resists partitioning the interests of students, faculty, and staff, we call this approach Student Experiential Autobiography Mapping, or SEAM.

SEAM sees the experiences of teachers, learners, and support staff as multi-threaded facets of shared knowledge environments and thus endeavors to further interweave them. This approach to digital pedagogy is a result of our ongoing collaborative work on the architecture of our first-year survey courses in the Interactive Arts & Science and GAME programs. These courses prepare our students for our third and fourth-year curriculum in which they are expected to collaboratively produce digital media objects, including innovative websites, digital art, and videogames. A notable challenge is using past failures, which tend to be tool-specific, to inform program outcomes, which are high-level objectives (such as learning from one’s successes and failures). Each year, a curriculum committee meets to assess the program outcomes provided as guidance to instructors to refine existing or develop new assignments. The SEAM approach to digital pedagogy outlined below describes how our method for changing infrastructure and assignments in response to our collective past failures continues to evolve. It is intended to keep a record of diverse student experiences while also helping us learn from the inevitable future failures that inform our curriculum development discussions.

We are piloting our SEAM approach to digital pedagogy at three points in a cyclical process during a four-year degree program. First, we equip students with problem-solving and troubleshooting abilities early in their program. Second, examples of critical tool failure in the fourth-year capstone courses circulate between students and instructor in our programs as cautionary tales. Changes in infrastructure, such as the addition of version control servers on campus, are material evidence of responding to failures from yesteryear; however, the narrative of student failure motivates their use. At the third point, once these changes have been made, they are incorporated back into the design of our first-year assignments. In the case of our fourth-year capstone students using version control, it is tempting to view the deployment of a server with version control, a tool, as the solution to a problem. However, paradoxically, the version control server is only a useful tool if it has been used proactively, and consistently, by students. As such, instructing students to use version control in their first assignments (despite its complexity) therefore sets the expectation that they will encounter failure later in the program.

Foregrounding technological failure at the start of our curriculum, we believe, enlivens students’ sensibilities to the creative potential of the tools we teach. Indeed, as Julia Flanders affirms: “The very seamlessness of our interface with technology is precisely what insulates us and deadens our awareness of these tools’ significance” (2019, 292). Having introduced and framed failure as constructive, we intend to map student experiences of failure throughout the program (with particular emphasis on the fourth-year capstone course), and use results gathered from such mapping to continually reflect upon and refine our first-year curriculum over time. Most importantly, we are conceiving of a SEAM approach as a way continually shape and refine the infrastructure in our digital humanities centre in response to changing student needs over time. Our final goal is a structured collection of autobiographical interviews with graduating students; this collection will serve as a knowledge database that we use to improve the learning objectives tied to future course development work. Using a design exercise called user story mapping, in which hypothetical users derive benefits from their actions, we will derive hypothetical case studies from the knowledge base and use them to inform faculty and staff decision-making related to our curriculum. We contribute our method as a working blueprint for collaboration between staff and faculty in the field of digital pedagogy.

Our method aligns itself with the seamful design of networked knowledge outlined by Aaron Mauro, Daniel Powell, and co-authors, who “wish to expose the seams that knit technological infrastructure and academic assessment for both faculty and students working on DH projects” (2017). While our approach concerns itself specifically with the classroom, rather than the context of student research on digital humanities projects discussed by Mauro et al., we equally believe that exposing students to seams—be they the ruptures and fissures that exist when tools break down or the threads that bind their own learning together with that of faculty and staff—empowers them to take an active role in the education as critical users and creators of technology. As Mauro et al. put it, “When we elide the seams between teaching and research, our students become passive agents and mere consumers of education” (2017). By teaching our students object-lessons in instructive failure, we aim to empower them to see digital environments not as spaces that demand rote repetition of established workflows but as creative problem-solving environments in which limitations and constraints can serve a liberating potential.

As the digital humanities continues to establish itself within disciplinary and institutional frameworks, discussions about the state of the field are increasingly turning from small-scale and ad-hoc stories of how different spaces operate to longer narratives about how these spaces continue to change and evolve over extended durations of time. Within this context, our SEAM approach is meant to offer a framework within which digital humanities, broadly, can draw from digital pedagogy, specifically, in order to reflect upon its diverse narratives of institutional establishment, adaptation, and maturation. In what follows, we discuss how we are implementing such an approach in our curriculum. First, we outline our experiences of instructive failure in the context of digital humanities infrastructure. We go on to discuss the design of project-based digital humanities assignments that incorporate instructive failure as a learning outcome. Finally, we conclude by outlining a method for collecting and reflecting upon student experiences of failure over time.

Beyond the Fear of Failure

The instructive value of failure is hardly new to the digital humanities. As John Unsworth reminds us, “Our failures are likely to be far more difficult to recover in the future, and far more valuable for future scholarship and researcher, than those successes” (1997). More recently, Bethany Nowviskie has renewed the value of failure in an age where ruptures in physical research materials prompt reflection upon ongoing institutional reformulations of humanities work; as she writes, “It’s worth reflecting that tensions and fractures and glitches of all sorts reveal opportunity” (2013). In the case of students in our Team-based Practicum in Interactive Media Design and Production, graphical failures were the symptom of an underlying constraint of the tools in hand. Textures in the game had exceeded the memory restrictions in the operating system (the NTFS filesystem defaults to a block size of 4096 bytes), causing a memory overflow that transformed their videogame into a piece of glitch art. A workaround was implemented, and their game debuted shortly thereafter on the packed floor of Toronto’s Design Exchange. How do the lessons learned by these students aggregate into best practices for future students?

Such glitches, ruptures, and failures often reveal infrastructural constraints in the digital humanities spaces we manage. In the instance of our 2018–2019 fourth-year practicum, the filesystem failure encountered by our students has prompted us to be more aware of the tool constraints for publishing executable games. Furthermore, the public play test was salvageable because of a best practice derived from previous years projects—reverting back to a stable build identified in their revision management system. Prior to that, in 2014, failures encountered by students prompted us to rethink how we scaffold instruction of specific tools, including revision management tools, across an entire curriculum. That year’s students signed up for an off-campus collaborative software development system with integrated version control. Project management services that include git or subversion repositories allow teams to make incremental changes to files in the cloud, syncing updates across all team members as they are made. But our students had encountered a problem: the service, provided under an educational license, did not recognize many of the emails they used as valid institutional addresses and locked them all out of the server. While the problem was resolved, it prompted us to fundamentally rethink how we teach a digital humanities curriculum. The student experiences with version control can also be gleaned from interviews with graduates of the IASC program dating back to 2012. In a similar experience to our 2019 students, graduate Isaac (anonymized) recounts:

About 24 hours before our team was heading to LevelUp to present our game, we encountered a problem where our most up-to-date build of the game was overwritten with an older build, so we lost more than five hours of work. We had to crunch to get our game back to where it needed to be for us to present at LevelUp. This is mainly because of the four lab computers we had access to use for our development, only one of those computers had the [game engine] installed. … We didn’t have a file server. We were using our 2GB free [file hosting service] accounts to share files. We should have had a file back-up system so we could’ve not lost all of that work. 

Taking a cue from Miriam Posner (2016), we now administer revision management systems on file servers of our own and deploy assignments that teach students to use them in every year of the program. Like the filesystem failure our students were to encounter in 2019, the version control failure in 2014 prompted us to rethink the operating principles of our digital humanities space. We are continually motivated to formally refine and adapt the student experience in response to failures such as these.

The inevitable failures encountered by our students reveal a problematic underlying much digital humanities work, one that is as wicked as it is productive. In our university-driven work with digital tools and resources, we continually encounter instances in which digital tools developed for industry use don’t neatly align with our academic context. In other words, digital humanities scholars and students frequently work with what Susan Leigh Star and James Griesmeyer call boundary objects, those ubiquitous infrastructural resources which cross between different localized implementations and diverse communities of practice. Working with such objects causes productive failures of all sorts, such as a company’s server not recognizing our student’s institutional email addresses. Elsewhere, we have found that many educational licenses for industry-grade software restrict the contexts in which student work can be exhibited to public audiences. While using such licenses allows students to learn industry-grade tools, it also forces them (and us) to learn about licensing restrictions by diligently avoiding instances in which industry and academic uses for the tool may conflict. Conflicts such as these may tacitly inform many digital approaches to teaching rhetoric and composition that bring industry or for-profit tools into the classroom. To use more ubiquitous examples, using social media platforms such as Twitter or Medium as a venue for publicly disseminating scholarship brushes up against these platforms’ use of text as a vehicle for monetization. What can we learn about the mechanisms of clickbait, bot traffic, or sponsored posts when the tools we use to teach writing are designed to leverage these phenomena? What productive conflicts arise when using YouTube to access Open Educational Resources in the classroom also means students must watch advertisements during a lecture or other class-based exercise? As a variety of digital tools are increasingly incorporated into the classroom, their status as boundary objects that sit across diverse (and at times contradictory) contexts is evident in ways both small and large.

Situating boundary objects such as these in the field of critical infrastructure studies, Alan Liu advocates that digital humanities work “assist in shaping smart, ethical academic infrastructures that not only further normative academic work … but also intelligently transfer some, but not all, values and practices in both directions between higher education and today’s other powerful institutions” (2016). We agree emphatically, and we further believe that such an understanding of infrastructural boundaries forms an approach to digital pedagogy grounded in the instructive value of failure. We continue to learn much from infrastructural failures in which the tool at hand carries and underlying set of constraints that, sooner or later, conflict with the context in which it is being implemented. We further believe such conflicts may be repurposed to suit learning outcomes contingent upon productive failure. For instance, while the research tool Zotero is designed to store bibliographic citations, it can also be used to store other types of information (thus transforming it into a boundary object). Asking students to create a bibliographic record of their classmates’ discussion contributions in Zotero invites failure cases where the metadata students wish to record doesn’t neatly align with the fields dictated by Zotero (and various citation styles); these failure cases prompt students to learn about citation styles and bibliographic records by exploring their limitations and edge-cases. Similarly, much could be learned by asking students to compose a piece of academic writing using a text-based tool that is not designed for outputting print documents. Twine, for example, is designed to create text-based adventure games and interactive narratives; what might students learn about the conventions of academic writing by using Twine to write a short research paper? In our work as digital humanists, we frequently find that the tools we work with aren’t perfectly suited to the task at hand; as such, we have begun to design project-based assignments in which students are deliberately exposed to failures of this sort and taught to learn from them. Whereas digital pedagogy often formulates technological literacy as the ability to use a tool properly, we find technological literacy also encompasses creatively rethinking such practices in inevitable instances when the tool is only moderately suited to the present context. Echoing Mauro et al. and Flanders, this SEAM approach exposes students to the ruptures and fissures inherent in working with digital tools (which we see as boundary objects), rather than suggesting effective digital humanities work involves the seamless operation of technology.

Learning to Fail: Designing Experiential DH Assignments

The idea of a digital pedagogy based in productive failure first emerged through a conversation between Alex Christie and CDH Project Coordinator and Technical Assistant, Justin Howe. Undertaking a rapid prototyping process of our digital prototyping assignments, they considered assigning Axure RP (a digital prototyping tool) as an environment for developing small-scale persuasive games. (Bogost 2010) They agreed that the fact Axure is not a game development environment was precisely why this assignment would be so valuable to our students—the lesson to be learned was that success always means success within a set of allotted constraints. In this way, the Axure tool was being deliberately used in a context for which it was not intended—creating videogame prototypes—and therefore explicitly deployed as a boundary object. The assignment therefore forced students to figure out what creative ideas could be successfully implemented within the constraints of the Axure RP prototyping environment and other assignment parameters. In this way, it sought to expose students early on to the pragmatic value of digital prototyping (and digital humanities work broadly), not solely as an exercise in dreaming up blue sky potential, but also—more unforgivingly—as a process of forging the realistic out of the fantastic. They were bound to encounter productive failure.

If the chief learning outcome of the assignment is for students to understand that concept cannot feasibly exist apart from execution, it also codifies the underlying pedagogical values within which we situate our pedagogy. The prototyping work asked of students requires them to approach Axure as a creative problem-solving environment. This means students frequently encounters instances when the tool does not allow them to achieve an important part of their intended game. In order to move forward, students must fundamentally rethink how the tool can be used in order to achieve their stated outcome. For instance, one team created their own method for causing screen brightness to dim by overlaying a black square on the window and tying its opacity to a variable whose value was influenced by player actions. Another team failed at creating a collision-detection system that would stop the player from going through the walls of a maze; instead, they used Axure’s condition builder to ensure the two objects could never overlap. By asking students to create a videogame with a tool moderately suited to the task at hand, we build an environment where students quickly reach the constraints of the technology they use. This creates an experiential learning opportunity in which students are forced to encounter and learn from moments when technologies do not work as intended, learning to create new solutions to problems when a previous approach has failed. A key learning outcome of the assignment, then, is not so much learning how to use the assigned tool correctly as much as it is learning to continue using the tool to productive ends when it fails and breaks down.

Such a learning outcome requires students to learn to see the software environment used not as a space where outcomes are met by replicating established workflows (or a sort of digital reimagining of Paulo Freire’s banking model of education) but instead as a system that can be creatively rethought and repurposed. Central to this view is an emphasis on project management and collaboration fundamentals, which are built right into the architecture of the assignment. Following the CDH’s decision to host its own server infrastructure in 2014, we decided to build subversion into the architecture of the assignment as well. Each team is allocated its own SVN repository, and each repository is then used for students to collaboratively work on their version-controlled Axure project. Teams are also asked to communicate using Discord, and Andrew Roth uses web hooks to push changes to the subversion repository directly to each team’s corresponding Discord. Asking teams to construct their prototype using a version-controlled workflow teaches practical lessons in project management, such as using a centralized repository rather than emailing files and letting team members know when new deliverables are added. These are key lessons learned from previous instantiations of our fourth-year practicum, which we have now rolled forward into the design of our first-year assignments.

Most importantly, asking students to adopt version-control and team communication solutions as part of their assignment workflow means designing a particular lesson into the assignment: that collaboration is about accountability. Before beginning their prototyping work in earnest, teams are required to submit a Developer Document that divides prototyping work into five roles (Visual Designer, Data Modeler, UX Designer, UI Designer, and Creative Director) and asks teams to outline how the deliverables for one role required assets produced by another. This division of assignment duties foreshadows the communication challenges of the fourth-year teams; Victor (anonymized), class of 2016, said his experience of failure manifested “by either conveying too little information, outdated information, or undecided information across team before it [was] vetted.” Teams quickly learn that certain parts of the project cannot be completed until its dependencies are ready, which means that various teams encounter workflow and communication failures that expose gaps in their existing conception of how collaborative work gets done. In their final presentations to the class, numerous first-year teams reflected upon the importance of coming together to work as a team, whether such reflection included successful team workflows or admitting that a siloed approach had not delivered the expected results. We find using formalized systems, such as Discord and SVN, for team-based work helps students identify and visualize interpersonal and communication errors because team progress becomes directly contingent upon students using the system to send updates to fellow teammates. Giving students low-stakes environments to learn from such failures early in the program prepares them to address, or even obviate, high-stakes failures of this sort in their upper-year team-based practicum.

The lesson that workflow is as much about accountability as it is about cultivating a positive interpersonal environment is one that can only be learned experientially, which means designing a pedagogical framework within which teams can safely encounter workflow failures and move forward based on insights discovered therein. This framework prepares students to learn from team-based failure in two ways. First, in the weeks leading up to the final assignment, the instructor delivers lectures on topics including digital prototyping fundamentals and team management, which explicitly outline the different stages of team formation and best practices as teams move from one stage to the next. Second, the incorporation of technologies such as SVN and Discord creates a collaborative environment in which output and accountability are directly fused: each time a student works with a new version of the project, they cannot begin their work until encountering the latest revision made by another team member. Similarly, if the team hits a roadblock in their prototype because a certain asset or dependency is missing, the entire team can immediately identify the source of accountability. Both conceptually and pragmatically, then, the assignment is framed as an exercise in developing competencies in collaborative prototyping, defined as an iterative process where progress comes from finding out what doesn’t work and then moving forward. In this way, collaboration failures experienced by teams serve as object lessons in scope management, in which students are forced to consistently ask which practices best suit their goals and which do not. These project-based assignments therefore function as experiential learning opportunities in which students learn from technological and collaboration failures by directly encountering and overcoming them. So far, results have exceeded expectations. One team made a game in which navigating the maze of Brock’s Mackenzie Chown complex served as a functional metaphor for navigating depression. Another made a game about surveillance and counterinsurgency, while still others tackled topics including personality disorders and cultivating gratitude.

The first stage of our SEAM approach to digital pedagogy thus involves designing project-based assignments where students reach their own insights into doing digital humanities work by learning from instructive failure. Such failures are built into the assignment by treating the tools being taught as boundary objects, or technologies that are not perfectly suited to the given task. These assignments prompt students to reach the limitations of the tool and creatively overcome them. In the context of videogame design, this may include using a non-Game Development Environment (such as Axure) to create a videogame; in still other educational contexts, this may include using a Game Development Environment (such as Twine or Game Maker) to write a research paper or using a monetized platform (like YouTube or Facebook) to disseminate Open Educational Resources. In this way, a SEAM approach to designing digital humanities assignments focuses more on the assembly of conceptual and technical systems within which we ask students to explore and create, rather than handing down prescribed workflows by rote (again, with a nod to Freire). In turn, we ourselves refine such systems in response to student experiences later in the program, incorporating tools such as SVN and encouraging students to encounter the places where their work using such tools may begin to show at the seams.

Learning from Failure: Student Reflection through Data Visualization

In order to prompt student reflection upon failures encountered in their project-based work, we visualize student data generated throughout the course of these projects to build models of student knowledge. Andrew Roth creates such visualizations by taking the Subversion history from each team and visualizing it with Gource, an open source tool created by Andrew Caudwell that displays file systems as an animated tree evolving over time. Visualizing the complexity of the shared file system under version control at once makes the metadata of the process more legible and the task of growing that system more daunting. For example, by visualizing and comparing each repository of a single class, we can see at a glance which teams closely emulate the instructor’s example project and which grew beyond in the allotted time. While the rules of collaboration require students to diligently maintain the up-to-date version of their project, or head, by checking in functioning code, the metadata captured in the history shows a record of every failure including malfunctioning ignore files, desktop shortcuts mistakenly checked in as assets, and abandoned plugin folders. In sum, the Gource visualization for each team shows how that team’s version-controlled files and folders changed throughout the course of the project, providing a visual rendering of student activity in Axure. The visualizations open a space for reflecting on both the metadata borne of the technological infrastructure required for collaborative project work and the narrative that emerges from managing the project’s complexity over time.

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Figure 1. Data visualization of student activity in first-year GAME course (created in Gource). Embedded video: A cluster of red circles are arranged in a circular formation, with each circle connected to the center by a white line (in a hub and spoke formation). Different clusters of circles are connected to each other by additional white lines, forming tree-like structures. The branches of the tree (and attached circles, like leaves at the tip) appear over time as the video plays. (Small pawn icons move about the tree, making these changes; pawns represent user activity.) These tree-like structures represent the file structure of a digital project. Multiple tree-like structures are present in the video, and each one represents a different student project.

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Figure 2. Data visualization of student activity in first-year Interactive Arts & Science course (created in Gource). Embedded video as in Figure 1.

For example, in both visualizations the sample project created by the instructor is created first, followed by each group project. In an instant we can see there are sprints of productivity during lab times and very few team members committing to projects on the weekends. Using the instructor sample as a measuring stick, we can see that there are few projects in the 1F01 class that emulate the sample project’s complexity, whereas the 1P04 course has a smaller sample project and larger, more complex group projects.

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Figure 3. Data visualization of student activity in fourth-year capstone course (created in Gource). Embedded video as in Figure 1.

We have also used Gource to visualize the videogames created by our fourth-year students. Using data from each SVN repository used over the past four years, we are able to see differences between each of our past four student teams. For instance, the first group using version control (before hosting a server on premise) demonstrates a tightly controlled structure managed by only one or two users. In subsequent years, the number of total simultaneous users increases. This suggests the repository is used by more individuals across their respective teams, which is supported by the push by faculty to use version control across all years of the program. The number of large-scale changes over time (such as branches or deletions) also increases in frequency which indicates that mistakes are made, large scale changes are applied (such as telling subversion to ignore certain file types), and these mistakes are corrected as time passes. It is also clear how the scope of the single 4L00 project dwarfs the first-year projects in size and complexity.

After presenting these findings from our first round of visualizations at the 2018 Digital Pedagogy Institute, we began integrating these visualizations back into the pedagogical structure of our first-year classes. Once teams have completed their prototypes, we provide them with the Gource visualizations of their work as an .mp4 video and use these videos as prompts for their final reflective assignments. In their reflective essays, students frequently noticed that work was conducted ad-hoc by different team members, rather than following a pre-established working schedule. Gource videos frequently showed irregular bursts of activity from different team members, rather than steady and predictable output that followed a coordinated project schedule. This was also one of the key ways in which Gource visualizations of work done in our first-year courses differed from that of our fourth-year courses. As such, students frequently remarked that a key failure was not coordinating their schedules and efforts more closely, and that such failure was not apparent to them until they saw the timeline of their Axure work rendered visually through Gource. Using formalized systems for student collaboration lets instructors visualize student activity and provide such visualizations as tools for student reflection; we find SVN and Gource to be an effective combination of tools for designing these reflective exercises.

While the principal outcomes of the assignment are for students to assess their evolving abilities in collaborative environments, the incorporation of the Gource visualizations further demonstrates for students that soft skills including communication, organization, and team dynamics cannot and should not be neatly parsed from technical considerations such as scheduling deliverables, maintaining project dependencies, and designing data and folder structures. The assignment furthermore reframes data visualization techniques not simply as tools for revealing objective facts but additionally as environments for metacognitive reflection and personal growth. How might digital tools reveal the seams between a student’s own approaches to collaboration and those of their teammates? As we prompt students to derive reflective insights from data visualizations of their work, we also encourage more technically-minded and tech-averse students to understand that technical implementation and interpersonal interaction co-construct the latticework upon which their knowledge matures and thrives.

Stitching Our Work Together: Faculty and Staff Reflection through Autobiography Mapping

Together, our use of digital prototyping assignments and reflective exercises involve stitching together disparate strands of student failure and digital tools, using such threads as opportunities for both student and instructor learning. Thus far, we have reached a series of findings for designing project-based digital humanities assignments and using them as a vehicle for faculty and staff reflection. First, it is essential to deliver lectures on team formation fundamentals as part of the introduction to project-based assignments; doing so both introduces students to collaboration best practices (a core element of doing digital humanities work) and teaches them how to move forward from inevitable stumbling blocks. Instructors can further encourage students to learn from failure by discussing the fundamentals of scope management, time management, and rapid prototyping—all of which assume that ideas are developed by encountering errors in planning and then retooling that plan in order to move ahead. Doing this over and over, or learning through iteration, dispels the common myth that excellent ideas and strong skill sets emerge from a vacuum. As part of this approach, instructors can introduce the assignment by giving students a template and encouraging them to tweak it; for instance, our GAME students are given a short game prototype made in Axure RP and asked to fix a series of bugs (thereby preparing them to fix the eventual errors in their own game prototypes). Most of all, faculty and staff can and should work together to design the suite of technical dependencies for the assignment, architecting an environment that encourages students to safely explore and experiment instead of copying prescribed workflows by rote. While staff provide insight into the technologies available for classroom use (in our instance, Andrew facilitates the integration of Axure with SVN and Gource), instructors design activities and assignments where these technologies are used to create materials they were not primarily designed to output (and share the results with staff administering the tools). Such collaboration allows for staff and faculty to approach the classroom as an environment for low-stakes failure, while continuing to prioritize student learning as the setting’s principal outcome.

As we continue to move forward based on these insights, we are considering how this form of faculty-staff collaboration can scale up from the level of the individual course. The final stage of our SEAM approach does just this, examining student progress longitudinally throughout the whole of the program and over the course of multiple years. Inspired by Donna Haraway’s formulation of cyborg subjectivities, this next stage of our work sees student autobiographies as reflexive records of where intersectional identities evolve alongside, and are imbricated with, the technologies with which they work. This research will analyze longitudinal student experiences through user story mapping, a technique commonly used to define priorities within agile software development. Software developers lead interviews and focus groups to understand how users’ expectations map to the offerings of their software. The scope of the user story mapping in software development is deliberately broad and shallow, narrowing the most possible use cases into minimum viable product releases. In order to catch the broadest perspective on student experience, we have chosen biographical information that demonstrates the student’s relationship to technology—their technobiography. The technobiographical method originally loosely outlined by Kennedy in 2003 has previously been applied to stories of learning by youth (Brushwood-Rose 2006) and educators (Ching and Vigdor 2005). By collecting, transcribing, and tagging biographical interviews, we intend to create a repository of user stories that can be drawn upon to help address infrastructure challenges holistically. The result will be a dynamic and searchable repository of student reflections on their learning experience that faculty and staff can consult in order to inform various levels of decision-making. As the repository grows over time, it will allow additional insight into how student learning in our digital humanities curriculum changes longitudinally. While the idea of a “minimum viable product” seems inherently reductionist, the goal is not to produce static or artificial boundaries around the learning experience, rather to set priorities and outline critical paths to completion relative to external factors (e.g., time, money, space, goodwill). Our students’ narratives tell us as much about the subjectivities that move through our learning systems as they reframe the systems-level formulations to which infrastructure, by necessity, reduces human experience.

Scaffolding upon the reflective assignments introduced alongside Gource visualizations of student work, we intend to collect student autobiographies as they move throughout the program and across multiple years. This will result in a searchable database of key challenges and successes encountered by student teams over time, revealing key inflection points in the development of our infrastructure and our curriculum (such as our 2014 failures associated with version control and our 2019 failures with the NTFS filesystem). As we continue with this work and gather findings over multiple years, we envision our method and the data it generates as an autobiography of long-term growth and adaptation in Brock University’s Centre for Digital Humanities. While digital humanities spaces continue to disseminate news of progress and successes, we believe they can also share key failures as part of a productive and forward-looking institutional narrative. What are the stories behind the technologies and best practices incorporated into our labs and our curriculum? How might student experiences of technological failure inform decision-making processes when it comes time to purchase new workstations, format hard drives, and set up server space for student work? Through their own stories about themselves and how they change over time, our students and their experiences of failure may reveal much of ourselves—our intellectual values, our operating principles, and what we may still become.

Bibliography

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Brushwood-Rose, Chloë. 2006. “Technobiographies as Stories of Learning.” Public 34 (Fall): 88–95.

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Nowviskie, Bethany. 2013. “Resistance in the materials.” Nowviskie.org, January 4, 2013. http://nowviskie.org/2013/resistance-in-the-materials/.  

Patton, Jeff, Peter Economy, Martin Fowler, Alan Cooper, and Marty Cagan. 2014. User story mapping: discover the whole story, build the right product. Beijing: O’Reilley.

Posner, Miriam. 2016. “Here and There: Creating DH Community.” In Matthew Gold, ed. Debates in the Digital Humanities. Minneapolis: University of Minnesota Press. http://dhdebates.gc.cuny.edu/debates/text/73.  

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About the Authors

Andrew Roth is the Technical Associate: Research and Learning Support in the Centre for Digital Humanities, Brock University. An exhibited artist and published interdisciplinary scholar, he has led and collaborated in augmented reality experiences, the development of published mobile apps, and the creation of tools for digital media artists.

Alex Christie is Assistant Professor of Digital Prototyping at Brock University’s Centre for Digital Humanities. In 2017, he completed the Pedagogy Toolkit project, which received grant support from the Association for Computers and the Humanities. In 2018, he served on the organizing committee for the Digital Pedagogy Institute.

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