“Visual or Verbal: Two Approaches to Creating an
Immersive Virtual Environment”
Eunice
Johnston
North Dakota State University
eunice.johnston@ndsu.nodak.edu
Jeffrey
T.
Clark
Brian
M.
Slator
Gary
K.
Clambey
Aaron
Bergstrom
Shawn
Fisher
Justin
Hawley
James
E.
LandrumIII
David
Martinson
J.
Liessman
Vantine
One benefit of the development of Immersive Virtual Environments (IVEs) for
education is that students in the humanities may now encounter and learn about
places and cultures that which are difficult to visit or may no longer exist. As
increasingly sophisticated graphical interfaces have become possible, many IVEs
have decided to use this technology. Yet some might question whether the highest
fidelity interface is always necessary or even desirable for the study of the
humanities. This project seeks to answer that question by developing two
parallel versions of an IVE that represents the Like-a-Fishhook Village and Fort
Berthold area in western North Dakota as they existed in 1858, when people lived
there, and in 1954, when it was being excavated. Both versions will permit users
to explore the environment freely, but one version creates a complete,
three-dimensional visual representation while the other is constructed mostly of
text with a few carefully chosen images and sounds.
To understand the story Like-a-Fishhook Village, the last great earth-lodge
village in the Great Plains, and Fort Berthold, the nearby fur trading post, is
to understand the history of west. The Mandans, who had befriended Lewis and
Clark and the Corps of Discovery in 1804–04, and their close neighbors, the
Hidatsas and Arikaras, had lived in sedentary earth-lodge communities along the
Missouri River for centuries, hunting, raising corn and other crops, and trading
extensively with neighboring tribes. Despite a basic similarity of economic and
social life, these peoples differed remarkably in language and customs. The
unification of these three tribes at Like-a-Fishhook village tells of the
significant impact that the coming of European American people had upon Native
American cultures. Although they had suffered several epidemics previously, a
smallpox epidemic in 1837 reduced the Mandan population to fewer than 200
individuals. The Hidatsa and Arikara populations, although not as severely
struck, shrank as well. Ethnohistorical evidence suggests that the first
permanent residents of Like-a-Fishhook Village were Hidatsa who arrived in 1845,
and that they were joined shortly thereafter by a smaller group of Mandans; the
two tribes felt it was beneficial to combine their numbers in order to resist
the attacks by Sioux tribes in the area. Although living together, each tribe
maintained its own language and culture. P. Chouteau, Jr. and Company, an
offshoot of the American Fur Company, quickly established a trading post north
of the village, and European Americans were part of the community from then on.
Many changes occurred in the next forty years. The fur traders were followed by
missionaries, United States government representatives, and soldiers, all people
who wanted the natives to change their ways. Fur trading resulted in increased
competition for natural resources, which caused more friction than usual among
the tribes, and the Arikara, hoping for support in the battles against the
Sioux, joined the other two tribes at the village in early 1860s. In the mid
1880s, the United States government forced the residents to abandon their
village life and to take up individual allotments scattered throughout the
reservation.
Archeological salvage excavations were carried out at the site in 1950–52 and in
1954 by the State Historical Society of North Dakota, under contracts with the
National Park Service and by the River Basin Surveys of the Smithsonian.
However, the rising waters from the Garrison Dam and Reservoir project
ultimately inundated the site, which now rests about a mile offshore under the
waters of Lake Sakakawea (Garrison Reservoir). Although many individuals were
involved in that work, the final report was written by G. Hubert Smith and
published by the U.S. Department of the Interior (Smith, 1972).
A multidisciplinary team is creating two parallel IVEs based on the same content:
both recreate the village site as it appeared in 1954, when it was being
excavated, and also in 1858, when it was occupied, and visitors will be able to
“time travel” from one period to the other. The 3-D, graphically rich version is
modeled on other IVEs that have been created at NDSU for students to learn to do
science by conducting simulated experiments and solving authentic (albeit
virtual) problems. Science-based systems of this sort have demonstrated
statistically significant impact on student learning in controlled studies
(McClean et al., 2001). The great strength of this version is the visual stimuli
including an environment that visually depicts all space and creates the sense
of moving through that space. In addition, novice users will probably find it
easier to learn how to interact with this IVE. The largely text-based version
uses the enCore Xpress MOO interface, and while it does allow the inclusion of
some visual and audio components, it requires students to use written language
to interact with the virtual environment. The MOO be better able to create
multiple perspectives of the multiple cultures represented in the site. In
addition, students will, after a process that involves review by scholars and
others, be able to enrich the MOO with their own writing, to become producers as
well as consumers of content. The MOO version is platform independent and
requires less bandwidth than the 3-D graphically rich version. Both types of
interfaces have the ability to engage users in the environment, but the question
is whether one or the other is more effective for certain types of learning.
The 3-D graphically rich version of the Like-a-Fishhook IVE will be used by
archeology students to learn to think like archeologists. However, both versions
will be used by a multidisciplinary, writing-intensive humanities class, which
will include students from Fort Berthold Community College, descendents of the
village inhabitants. Students will experience the site via the IVEs: they will
observe, analyze, reflect-and write-about the area, the cultural changes, the
history, and the virtual environments themselves. Students from all disciplines
will meet together (at least in virtual space) and discuss the conventions of
their disciplines. Then they will explore the IVEs together with a set of
questions that require exploration and investigation in order to find the
answers. They will also write parallel assignments that are appropriate for
their disciplines. For example, all students will keep journals to record their
visits to the IVEs, journals that stress purposeful observation and inquiry, but
each will concentrate on recording the type of information suitable for his or
her discipline as they travel through the IVEs. The journals will be used as the
basis for other writing assignments. For example, all students might write about
an artifact found during the excavation, but the anthropology student might
write an analysis of its cultural significance, the creative writing student a
poem or a piece of creative non-fiction about it, and the public history student
a museum script for it. Longer papers will require additional research using
conventional sources as well as more innovative ones like the Digital Archive
Network for Anthropology (DANA) being developed at NDSU and which includes 3-D
scans of actual objects found at the Like-a-Fishhook site. The creative writer
might write a piece of historical fiction, the anthropology student a scholarly
article on some aspect of the cultures depicted in the IVEs, and the public
history student a brochure for the site such as the ones that are produced for
visitors to actual historic sites. Students from all disciplines might
collaborate on the making of a short documentary on some aspect of the area or a
multi-vocal web essay that combines the expertise and perspective of several
disciplines. After a process of review, student writing can be incorporated into
the MOO version to enrich it for future visitors.
The value of each IVE as it relates to the learning in the humanities will be
assessed in several ways. The journals kept by the students during their visits
to the IVEs will be assessed to determine (1) the level of engagement in each
version of the IVE, (2) any differences they note about the different
experiences in the IVEs, (3) the type of information they notice in each IVE,
and (4) how well they understand the time periods, the cultures, and the places
they are observing. In addition, students will complete surveys that ask them to
respond to questions that solicit similar information. These results will
provide useful information about the strengths and weaknesses of both types of
interfaces.
REFERENCES
Jeffrey T. Clark Brian M. Slator Aaron Bergstrom Francis Larson Richard Frovarp James E.LandrumIII William Perrizo. “Preservation and Access of Cultural Heritage Objects
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High Wired: On the Design, Use, and Theory of Educational MOOs. Ed. Cynthia Haynes Jan Rune Holmevik. : University of Michigan, 1998.
Phillip McClean Bernhardt Saini-Eidukat Donald P. Schwert Brian M. Slator Alan White. “Virtual Worlds in Large Enrollment Biology and Geology
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Brian M. Slator Jeffrey T. Clark James LandrumIII Aaron Bergstrom Justin Hawley Eunice Johnston Shawn Fisher. “Teaching with Immersive Virtual Archaeology.” Proceedings of the 7th International Conference on Virtual Systems and Multimedia (VSMM-2001), Berkley, CA, Oct. 25-27, 2001. Berkley, CA: , 2001.
G. Hubert Smith. Like-a-Fishhook Village and Fort Berthold, Garrison Reservoir, North Dakota. Anthropological Papers 2. Washington, D.C.: National Park Service. U.S. Department of the Interior, 1972.