Supporting effective live, visual, virtual collaboration
Submitting Institution
Open UniversityUnit of Assessment
Computer Science and InformaticsSummary Impact Type
TechnologicalResearch Subject Area(s)
Information and Computing Sciences: Information Systems
Education: Curriculum and Pedagogy, Specialist Studies In Education
Summary of the impact
Our research has created a framework that sustains new forms of effective
collaboration for
distributed workers and learners in `live environments'. The framework has
resulted in a software
toolkit and online guidelines designed for the new collaborative spaces:
from avatar and embodied
worlds to live video meetings. One part of the framework has transformed
the work of international
universities and multi-disciplinary research institutes, improving their
3D, avatar-based work and
`embodied' learning spaces, while another aspect has created our
FlashMeeting (FM) video-meeting
tool. Released in 2003 (predating multi-party Skype™ by seven years), this
research
brought multi-party, in-browser, video meetings to thousands worldwide,
including recording and
analytic features that have only now started to emerge commercially.
Underpinning research
Underpinning our work is research on the new affordances of work and
learning live in online
spaces with rich communication channels, combined with social presence
through innovative live
event design technologies. We started thinking about these affordances in
response to the needs
of learners who could not collaborate face to face, but our work quickly
expanded beyond a
student-learning context. We have focused in this case study on just two
components of our
framework: live visual, virtual collaboration in `video social spaces' and
in `embodied avatar-based
virtual worlds'.
Initially, our work focused on how these new technologies changed the
`live' and `reuse' experience
of users online. Subsequent research looked into the new structures of
live events, with a particular
thread on using technological and structural insights to support effective
working and learning
event models. This research, supported by grant [3.a], has evolved into a
widely deployed set of
systems and services.
Subsequent experimental work (2009-present, supported by grant [3.b]) has
improved the concept
to allow users to build effective communities, and to syndicate and share
the results of their work in
these live spaces [3.1]. One research theme investigated the different
roles of participants and how
innovative computing technologies can support them. For instance, the work
allows participants to
visualise what happens in the meeting event, and over a series of events,
by mapping each
participant's contribution (av talk; text chat, voting, smileys, etc) in
the meeting as an automatically
generated meeting map. Other analytic views in the associated web page
also examine speaking
and typing `dominance', and provide a typed topic map [3.2].
Our research explores the interplay of social interactions between people
and the technological
affordances of the online medium. Our multi-dimensional paradigm has
provided insights into:
- the affordances of the technologies and their match with the shape of
new events [3.3];
- the social interactions that these online environments facilitate, and
their impact on
socialisation, learning, teaching and research dialogues;
- combining technologies in complementary ways for knowledge creation
and management,
e.g. team meetings in a 3D virtual environment and live working video
discussions;
- technical support requirements, and considerations for institutions
and policy makers in terms
of technology adoption and staff training;
- environments `without teachers' [3.4].
Our research in 3D learning environments has focused on:
-
Investigating the role of 3D learning environments in
overcoming student isolation in
distance education, for gaining team working and communication skills,
and for learning by
doing, such as by practising real-life scenarios through role-play
simulations [3.5];
- Developing a state-of-the-art `knowledge construction model',
which guides the integration
of 2D environments, such as blogs and wikis, with a 3D learning space in
blended e-learning
environments [3.5]; see also the Skiddaw 3D lab environment, supported
by grant [3.c];
-
Developing an empirically-grounded tool kit of guidelines for
designing 3D learning
spaces, which includes guidance for navigation and way finding
[3.6], and draws out the
relationships between pedagogical designs (design of learning
activities) and the design of 3D
learning spaces, supported by grant [3.d].
Our empirical research leading to the live, visual, virtual collaboration
framework has been
inherently interdisciplinary: its strength and success derives from the
synergies of the multiple
intellectual cultures we have incorporated. Starting from the empirically
grounded, human-centred
design principles of human-computer interaction (HCI) and human factors,
we have adapted
theory and methods from management, services quality, psychology and
sociology. The research
outcomes have included checklist-driven strategies, evidence-based
methodologies, design
guidelines and toolkits that inform the design and encompass the overall
user experience with `live
environments'.
Research team: current appointment and OU dates: Scott, P. (Professor,
1995-); Minocha, S.
(Reader, 1999-); Quick K. (Project Officer, 1996-); Linney, J. (Project
Officer, 1994-), Tomadaki, E.
(RA, 2006-8).
References to the research
(key references in bold)
[3.1] Scott, P.J., Castañeda, L., Quick, K.A. and Linney, J.W. (2007)
`Trialogical learning in public:
FlashMeeting recording and reuse in a peer-learning context', International
Journal of
Knowledge and Learning, vol. 3, no. 4, pp. 529-41. http://oro.open.ac.uk/38070/.
[3.2] Scott, P.J., Tomadaki, E. and Quick, K. (2007) `The shape of online
meetings', The
International Journal of Technology, Knowledge and Society, vol. 3,
no. 4, pp. 1-16.
ISSN: 1832-3669 http://oro.open.ac.uk/8641/.
[3.3] Minocha, S. and Reeves, A.J. (2010) `Design of learning spaces
in 3D virtual worlds:
an empirical investigation of Second Life', special issue on learning
and researching
in virtual worlds, Learning, Media and Technology,
vol. 35, no. 2, pp. 111-37.
http://oro.open.ac.uk/21538/.
Editors' Choice, Educational Media and Technology stream in
the Taylor and Francis group of journals, 2011.
[3.4] Scott, P.J., Castañeda, L., Quick, K. and Linney, J. (2008)
`Synchronous symmetrical
support: a naturalistic study of live online peer-to-peer learning via
software
videoconferencing', Interactive Learning Environments,
vol. 16, no. 5.
http://oro.open.ac.uk/25147/.
[3.5] Minocha, S. and Roberts, D. (2008) `Laying the groundwork for
socialisation and knowledge
construction within 3D virtual worlds', ALT-J: Research in Learning
Technology, vol. 16,
no. 3, pp. 181-196, http://oro.open.ac.uk/16142.
[3.6] Minocha, S. and Hardy, C.L. (2011) `Designing navigation and
wayfinding in 3D virtual
learning spaces' in OzCHI 2011 Design, Culture and Interaction, 29
November-2
December, Australian National University, Canberra, Australia
(http://oro.open.ac.uk/29864/).
This paper received the Gitte Lindgaard Award for the best
paper at the OZCHI 2011 conference.
Key grants supporting this research:
[3.a] PROLEARN, EU Framework 6 (2004 - 2007) £330,144.
[3.b] STELLAR, EU Framework 7 (2009 - 2012) £707,651.
[3.c] OpenScience, Wolfson Foundation (2012 - 2013) £975,657.
[3.d] 3D Learning Spaces, JISC (2008-09) £75,000.
Details of the impact
This case study focuses on two components of our live, visual, virtual
collaboration framework: the
first is a 3D Tool Kit helps which helps builders of `embodied worlds' to
use an existing technology
effectively; the second, FlashMeeting, is a new technology tool. The
unifying theme is the design of
social and learning spaces, live environments and live events that
facilitate new forms of social and
collaborative work and learning.
Beneficiaries of our live, virtual collaboration programme have included
a wide range of groups at
all levels, from local organisations in the field (e.g. schools and
non-government organisations)
through to international schools, universities, research institutes (e.g.
in the UK, Japan and the
USA) and international associations (e.g. the European Association of
Technology Enhanced
Learning).
As a result of our `embodied social spaces' research, the live, virtual
collaboration toolkit has been
adopted (or adapted for local context) in many ways. For example, the
Japan Agency for Marine-Earth
Science and Technology used our event design toolkit guidelines when
re-designing the
information architecture, navigation and way finding in its virtual museum
concept in Second Life, a
3D virtual world (http://www.secondlife.com/).
Public themed-tours supported by staff and
educators, and self-directed tours, have been designed to support marine
science learning in
collaborative 3D spaces for schools and higher education institutions. The
improved user
experience has made this museum into a world-leading showcase for
effective scientific curation
for STEM disciplines [5.1].
Texas Wesleyan University used our guidelines in a genetics learning and
collaboration model for
K12 schools, which enabled it to re-design its 3D learning spaces to
support self-directed learning
[5.2]. Vassar College focused on the navigation and way-finding elements
of the toolkit to improve
the designs of its Arts and Humanities 3D immersive learning spaces [5.3].
Much research in this area is dominated by Second Life installations, but
our work is also deployed
in other embodied worlds. For example, in OpenSim, Liverpool University
has used all elements of
our kit to support the design and implementation of a bio-informatics
learning space [5.4].
Our research in the design of 3D learning spaces and the pedagogical
implications, such as
student learning, engagement, sense of immersion and collaboration, has
created a new research
direction. It has led to initiatives by other researchers that involve
investigating the impact of
spaces and spatial practice in 3D virtual worlds on teaching and
collaborative learning in higher
education.
The Wolfson Trust provided funding to design and develop a 3D virtual
Geology field trip as part of
the OpenScience Laboratory project (http://www.open.ac.uk/researchprojects/open-science/).
The
experience can be used to prepare students for a real field trip, for
reflection after a real field trip,
or as a replacement for a real field trip to address mobility or other
constraints on participation in a
real field trip [5.5].
From the collaborative video spaces research, the largest technical
deployment is `FlashMeeting',
one of our toolkit products (note it was being widely used in 2003 whereas
the basic 1:1 version of
Skype™ was not in wide use until 2004 and not multi-party until 2010).
This tool is still extensively
used today; indeed our user community tell us that it still has research
features that are highly
valued, e.g. its group, social, secure, trust, analytic and syndication
features. For example, one FM
server has been operated under license to the European Association of
Technology Enhanced
Learning (http://fm.ea-tel.eu) since
2007. It currently serves an active FM user community of over
60,000 worldwide, [5.6]. The FM toolkit is primarily used by this
association to frame new forms of
business meeting, e.g. driven by an agenda, calendar and count-down timer.
The East of England Broadband Consortium (since 2008) has deployed FM
into schools under
license, where it has supported more than 20,000 unique users in schools
or classes to facilitate
pan-classroom and outreach from school through live-video events:
`FlashMeeting is a powerful way for enabling teachers and students to
rethink classroom and
out-of-classroom events, connecting with schools in the region and all
over the world. Pupils
have had the unique experience of live virtual interviews with Charles
Darwin, Charles
Dickens and even Father Christmas.' [5.7]
UNISUL, a Brazilian University, used FM to create an event model that
allowed them to `scale up'
virtual viva-voce exams for some courses, as face-to-face vivas are very
expensive for them.
Between 2008 and 2011, UNISUL conducted 3462 FM viva-voces for
masters-level business
studies in the remotest corners of Brazil. They have used this experience
to transform how they
think about effective quality assurance of remote students' assignments
today.
In all these examples, the toolkit enables innovative `re-use' of event
recordings and innovative
analytic tools for reflection, syndication and sharing. This is cited by
many users as transforming
their working practices:
`My work is helping people care for their historic buildings [...] On a
typical day I might be
using a wooden plane to smooth a board by hand in the workshop and then in
the afternoon
connecting with a crew of tradespeople halfway across the country via
FlashMeeting, helping
them restore historic windows. With FlashMeeting live video conference I
can attract and help
a handful of people, however I feel the greater impact is the thousands of
people who find and
view the replays.' [5.7]
For other user groups, designing new `event types' in challenging social
spaces has been the key.
For example, the Adult Cystic Fibrosis Centre at Papworth Hospital NHS
Foundation Trust has
used FM to successfully create social and medical online events with
sufferers in isolation wards,
[5.8].
FlashMeeting also encourages environmental awareness, as each meeting (or
meeting series)
calculates the carbon saving associated with a virtual rather than a
physical event. Our oldest
single server alone has saved a minimum estimated 32m kilos of CO2
since 2003 (calculated from
`replaced physical events' with the most carbon efficient travel), [5.9].
This environmental feature led Sunderland City Council to include FM
technologies in its
successful 2008 `Digital City Challenge' to enable the transparent
engagement of citizens with
council and community services. In 2009 Sunderland City Council deployed
three FM-based
servers under a commercial license for their region to deliver awareness
and collaboration
between local community support groups as diverse as Age Concern,
ex-miners support groups
and the Rape Crisis Centre [5.10].
Sources to corroborate the impact
[5.1] Executive Assistant for Director General, Japan Agency for
Marine-Earth Science and
Technology.
[5.2] Professor, Texas Wesleyan University, USA.
[5.3] Vice-President, Information Technology, Tallahassee Community
College; earlier Chief
Technology Officer, Vassar College, USA.
[5.4] Researcher, Institute of Integrative Biology, University of
Liverpool, UK.
[5.5] Wolfson Open Science Skiddaw 3D:
https://learn5.open.ac.uk/course/format/sciencelab/section.php?name=skiddaw_1
[5.6] A hosted FlashMeeting Server: http://fm.ea-tel.eu/impact
shows selected live and reuse
`impact maps' for one FM server (evidencing the claimed scale).
[5.7] FlashMeeting website: http://flashmeeting.com/feedback
contains recent user testimonials,
cited here and many more (evidencing the different uses claimed impact).
[5.8] Clinical Specialist Dietitian, Papworth Hospital NHS Foundation
Trust, UK.
[5.9] eWell-being award from The Sustainit Foundation in 2008: see
http://www3.open.ac.uk/media/fullstory.aspx?id=13628
or
http://web.archive.org/web/20080509064644/http://www.sustainit.org/ewell-being-awards/2007-8-awards.php
[5.10] Sunderland Council Use of FM technology is cited in numerous
Council reports,
eg. The Sunderland Way: Digital Inclusion (2009-10)
http://www.sunderland.gov.uk/CHttpHandler.ashx?id=9601&p=0