Progrm Official: Nora Sabelli
Program Name: Dissemination and Technology Utilization Section
Award Dates: 5/94 - 1/95
Award Institution: Syracuse University
Award Number:
94-53871
Proposed goals:
(a) assess potential for VR in education and the research and
development required; (b) plan for a followon proposal.
Methods:
A literature search and monitoring of online discussions and
electronic articles on VR were already underway and were expanded.
Technologies for VR were investigated and evaluated.
Conclusions: Development of the VRML standard and of technologies for integrating VRML-based (initially non-immersive but later immersive VR) applications with the WWW will make it easy to focus on design and content for education instead of on programming. Web server environments need expansion to bridge with VR applications. NPAC could leverage WWW work in progress to become a leader in Web-based VR for education.
The near term value of immersive VR technologies
in education is likely to be diminished for three reasons; (a)
they are expensive and proprietary; (b) the technology is too
immature; and (c) the danger of "simulation sickness"
is real, significant and insufficiently understood. An underexplored
role for VR in education that has high potential is navigation
of conceptual spaces such as information spaces and databases.
Results:
(1) A compendium of material on VR applications with many references
and extensive information from current online discussions on VR
and potential applications; (2) Evaluations of VRML with notes
on prototype Web applications that use VRML; (3) NPAC development
of server tools that integrate multiple server functions and form
an environment for VRML-based applications; (4) NPAC plans for
continuing Web server extensions and for tools to integrate VRML
applications.
For several years, NPAC has been monitoring
developments in VR research and development technology and as
of April 1995 report the following:
Until the fall of 1994, VR technology was
fragmented and dispersed over a large collection of small start-ups.
There was no clear leadership, either from industry or from the
government side, hence no natural mechanisms appeared to facilitate
formation of standards.
Cost and proprietary issues involved with
full immersive VR technology currently appear to make it impractical
for education in its present state of development. A further
concern for the education community is a potentially dangerous
temporary cognitive disconnect called "simulation sickness,"
caused by immersive VR.
The lack so far of a strong national trend
in use of high cost, high bandwidth technology in schools also
makes unlikely the near-term development of a large, competitive
educational VR market that would drive down prices.
The WWW community is developing a standard
for a Virtual Reality Modeling Language (VRML) that will initially
support non-immersive VR and will be integrated with the Web via
new application environments such as Java-HotJava. VRML defines
universal data structures which allow exchange of objects and
applications between different networked people and groups. This
will allow re-use of products between different groups and equally
interestingly, faithful exchange of 3-D objects between collaborating
users on the WWW. This suggests a new type of interactive collaborational
simulation which could have great educational significance. VRML
has excited a great deal of interest in the Internet community
and appears to hold great promise for near term applications that
can be used in K-12 education. It is public domain, hence applications
will probably be numerous and will include many public domain
products.
We conclude therefore that the most fruitful
current direction for research and development in VR for education
will leverage VRML and the new generation browsers such as HotJava.
It will focus on exploiting these technologies, developing Web
server tools needed to bridge between VRML applications and existing
Web servers, and seeking imaginative ways of using these technologies
to support learning in the network-connected classroom.
Development of the VRML standard and of
technologies for integrating VRML-based, non-immersive VR applications
with the Web will make it easy to focus on design and content
for education instead of on programming. Web server environments
need expansion to bridge with VR applications. NPAC can leverage
WWW work in progress (with significant tools in active use) in
this arena.
There are two other areas that the team
members from Information Sciences have noted as having a high
potential near term value and being particularly suitable areas
for federal funding, as their value is primarily educational with
little obvious commercial appeal. For NSF and other Federal agencies
interested in the use of Information Technologies for improving
the effectiveness and efficiency of K-12 education, consideration
should be given to investing in research that addresses (a) learning
processes and (b) distributed multimedia database organization
for realistic access to content. These are two issues that have
been underfunded in the current rush to develop technology per
se. For example, if we can learn which combination of interactive
strategies promote sustained activity and interest on the part
of K-12 students to meet educational objectives, this knowledge
can then be used for guiding VR development, initially as nonimmersive
WebVR and later perhaps as full immersive VR, when and if the
issues noted earlier are satisfactorily resolved.
VR and Web technologies: Initiated by Tim
Berners-Lee, a public consortium was formed during the first WWW
Conference in Geneva, May 1994, with the goal of developing an
extension of HTML towards VR on the Internet/Web, to be called
Virtual Reality Modeling Language (VRML). VRML can be thought
of as a 3-D HTML. A proposal based on a subset of SGI Open Inventor
format was submitted by Marc Pesce, Enterprise Integration Technologies
(EIT), Inc., Toni Parisi, Labyrinth Group, and Gavin Bell, Silicon
Graphics, Inc. (SGI), and was accepted in fall '94.
During the second VRML conference in Chicago,
October '94, a draft specification for VRML 1.0 was presented
and the VRML team started developing the first generation of VRML
browsers. The Internet community responded to the VRML concept
with enthusiasm, evidenced by a rapid rampup to 800 active particupants
on the VRML listserver that was started and maintained by WIRED
magazine and EIT. By the end of '94 it was clear that the VRML
effort would soon have major impact on both VR and Web technologies
and communities.
The opportunity these developments presented
for rapid development and deployment of VR applications via the
WWW caused us to change our original plans for this project implementation.
In addition, cost and proprietary issues involved with full
immersive VR technology appear to make it impractical for education
in its present state of development. Thus the project focus became
concentrated on monitoring events in the VRML domain, and on initiating
a Web software development effort that would offer a bridge technology
between the current, HTML based Web and the coming VRML paradigm.
In the following sections, we continue the
overview of VRML and of technologies that can support its implementation,
such as Java and HotJava. We also describe the Living Textbook
and HyperWorld-WebTools projects at NPAC that have been undertaken
in anticipation of integrating VRML and other Web technologies
for educational applications -- what we call the development of
a prototype Educational Information Infrastructure.
In January '95, Pesce published a VRML parser
that reads VRML script and constructs internal memory representations
of individual VRML nodes in terms of C++ classes. This software
speeds up the VRML browser development process and reduces the
task to the platform-specific implementation of the 3D graphics
classes, constructed by the parser. Based on this software, several
VRML development efforts were under way during the first months
of '95.
In March '95, SGI announced the VRML browser
called WebSpace for the Silicon Graphics platform. Beta release
is expected by the end of April '95 and it will include both a
public unsupported version and the commercial fully supported
product. At the WWW conference in Darmstadt, Germany in April
'95, VRML 1.0 was officially announced by Mark Pesce and early
WebSpace demos were presented by SGI. The focus of the VRML team
will shift now toward dynamic simulation support for VRML, and
the corresponding specification VRML 2.0 is expected by the end
of '95. The VRML listserver operation is now moving towards
a regular newly formed USENET group called "comp.vr.vrml".
The language:
VRML 1.0 is an interpreted language that can specify static 3D
scenes in terms of a collection of objects, possibly distributed
over the Internet. The core of the language, constructed as a
static subset of the SGI Open Inventor format, contains some 40
data structures called nodes that comprise all major constructs
for modern 3D graphics and are optimized for OpenGL-conforming
rendering platforms. Integration with the Web is provided in terms
of special nodes for object inlining and linking. Inlining lets
one specify some scene components in terms of URLs rather than
VRML scripts, where each URL points to a script that will be
dynamically retrieved by a VRML viewer during the scene building
and rendering process. Scene rendering is to be performed locally
at the client side. The retrieval process is fast as it is based
on scripted vector representations of objects (i.e. text) rather
than on compressed binary bitmaps as in video streams. Object
linking lets one assign URLs to individual objects in the scene
so that they become active in the same way as on current imagemaps,
i.e. a click on an object activates the retrieval of a Web page
pointed by the associated URL.
Driver applications:
Most members of the public VRML development forum are from the
corporate world. The driving force behind corporate interest
in VRML appears to be anticipated Internet commerce applications.
These may be in areas such as interactive shopping and product
advertisement. The first applications expected in coming months
will offer tools for 3D graphics-based Internet navigation, following
the existing hyperlink model: individual sites will develop and
export their characteristic 3D icons which will be linked to sites
homepages or to local VRML objects.
VRML Icon libraries:
Icon URLs will be maintained by a digital library or electronic
mall service provider. A user of such a service is offered a collection
of 3D scenes that are dynamically integrated by downloading and
rendering individual icons, and then suitably sequenced, nested,
zoomed, panned etc. in response to user clicks on individual icon
objects.
Dynamic Simulation:
Dynamic simulation support, not provided in VRML 1.0, will be
specified in VRML 2.0 and will available by the end of '95. The
full Open Inventor model which served as a base for VRML 1.0 specification
does provide animation support and hence will likely affect the
further development of the VRML protocol.
Java and HotJava:
Recently (March 95) released in Alpha by Sun Microsystems, Java
is an interpreted C++ subset and HotJava is a multithreaded Java-interpreter-based
dynamic browser with support for arbitrary simulation dynamics
at the client side. Chunks of Java scripts called "applets"
(application inlets") can be inlined as custom HTML tags.
A HotJava browser responds to an applet tag by downloading the
corresponding script and dynamically executing it at the client
side. Already a growing community of porters and applet developers
has produced experimental applets that range from games like Tetris,
Reversi or Pong, to FFT or sorting algorithms demos.
Synergy of new languages:
Java and VRML address two complementary aspects of Internet VR:
VRML is focused on structure, and Java is focused on function.
One possible complete VR simulation environment could be constructed
by combining Java and VRML, e.g. by structuring the VRML interpretation
and rendering system as a collection of Java classes, dynamically
linked to low level 3D rendering libraries. Following the Open
Inventor animation model mentioned above is another alternative.
Using Safe-Tcl interpreted environment to support VRML simulations,
as explored by San Diego Supercomputer Center, is yet another
current approach.
Applet Examples:
In the distributed Atari Pong demo, two HotJava browsers bounce
the ball off the common server. More sophisticated VR simulations
will connected many servers and browsers through a suitable dynamic
communication protocol. Such high-level communication scripts
must be knowledge-based to cope autonomously with complexities
of distributed interactive simulations on the Internet, and hence
the intelligent agent models such as Telescript by General Magic
offer a promising communication paradigm.
Further evolution of the VR technologies
on the Web will most likely include and integrate current paradigms
such as VRML, Java and Telescript. Several detailed scenarios
are possible and a full convergence towards a uniform world-wide
standard is unlikely to happen in the near term. It is more probable
that the Web will be populated soon with a variety of dynamic
simulation models, competing for a broader public acceptance.
For the standpoint of considering VR technologies
for education, a crucial aspect of the current developments is
that only public, fully open protocols stand any chance of being
accepted. Thus, the WWW phenomenon and current VRML efforts have
resolved one of the challenges listed in our proposal: how to
specify a research agenda and pursue technology assessment of
proprietary and expensive VR technologies, secretly guarded by
the entertainment industry. In fact, we expect the "conventional"
VR industry to be pushed by Web developments to make their systems
compatible with VRML, Java and other emerging, interactive Web
standards. We hope to witness another phase transition on the
Internet, driven by the new standards, that will bring many existing
VR and CAD databases to the public forum, as well as facilitate
collective development of new VR objects, scenes and worlds on
the Internet.
Living Textbook Consortium
A primary forum through which NPAC hopes
to reach K-12 audiences is the Living Textbook project, which
has catalyzed the formation of the Living Textbook Consortium.
The Consortium brings together institutions and individuals
with many areas of expertise to create prototype systems that
will deliver exciting and educationally sound high bandwidth applications
to schools. The technological environment, which we believe
represents a realistic norm of perhaps five years hence, includes
a scalable digital network supporting both ATM and ISDN technologies,
multimedia clients (PC, Macintosh and Unix), and large scale
parallel multimedia information, database and simulation servers.
The Living Textbook Consortium is a partnership
to develop, use and evaluate education services that build on
this leading edge infrastructure. Currently active are NYNEX
and NYSERnet supplying the ATM NYNET network, 6 schools (use
by teachers and kids), School of Education and teachers (assessment
and educational integration), NPAC and Computer Science and Engineering
(educational software and technology services integration),
School of Information Studies and TextWise Inc. (sophisticated
text retrieval), and over 15 content providers covering a range
from local culture to top international sources of news in image,
text, and video.
Tools that enhance Web server capabilities,
both those developed at NPAC and those incorporated from elsewhere,
are continually being integrated into the environment of the Living
Textbook, just as they are also merged into the general NPAC
information system environment (see section below titled "WebTools
Based Hyperworld"). The plan of the AAT VR proposal will
be to include integration of all relevant educational VR development
into the Living Textbook environment as part of the plans for
demonstration and dissemination of the technology.
Science for the 21st Century
As computing power and network bandwidth increase, it will become
more and more possible to expose undergraduate and secondary school
students to experiences of "real science" in the form of computer
generated experiments in many fields of scientific study. Web server
gateway applications and Web client APIs will provide the foundation
for integrated systems that can enable bringing meaningful experiments
to any locvation that has adequate bandwidth on the Internet. For example,
students will be empowered to run computational experiments that range
from simple illustrative models to complex simulations of real physical
Following are some examples.
Neural Network simulations are being used
in Syracuse Physics 106 Introductory Science for the 21st century
for undergraduates. Here it is possible to enable changing the
"laws" of the system under study, as these "laws"
are update rules and connection strategies which can easily be
set by parameter. The experiment with an undergraduate course
in neural nets, which is underway, has lectures enhanced with
material supplied over the Web; but the real transformation in
the teaching and learning experience of the course comes from
making it possible for students to set parameters and run sample
neural net simulations over the network, using a WWW browser interface.
Server and client extensions are being used
by NSF funded projects that support remote control of instrumentation
over the network. One such project in obserational astronomy
allows a student to select an interesting celestial object for
observation, send the telescope pointing data from a Web page,
select certain parameters for taking a digital picture of the
object, and bring the picture over the network into a client
tool that does image display and manipulation.
Interactive video will present a multimedia
or video artifact where the viewer can interact with the presentation
and change between a set of pre calculated video streams. Thus
the viewer can change the outcome of a Movie or learn from viewing
a particular video stream. At a modest level this capability is
present in many current multimedia games such as MYST. However
there are now examples like the notorious Nighttrap, where the
video plays a central role, or a set of Sherlock Holmes multimedia
interactive detective stories, that use this strategy.
Interactive Simulations
Interactive simulations allow the student
to change the program as well as the input data. Placed in the
context of an appropriate learning environment for the area of
science under study, this could allow a student to see the real
impact of laws of physics. This is important, as many areas of
physics are difficult or impossible to abstract meaningfully to
a small realistic model. As a prime example we note the Navier
Stokes equations, which are the foundation for all weather and
climate studies as well as simulations of airflow around airplanes,
oceanic currents, clear air turbulence and many astrophysical
phenomena. The use of Cellular automata for CFD is one example
of such an attempt, which has limited applicability.
Here we use the full power of HPCC to develop
a realistic simulation and do not abstract the latter in order
to run with modest resources. Because so many physical phenomena
are hard to abstract, this is most general and powerful approach.
Note that one can start with this approach and as one gains
experience from interacting with and controlling simulations,
one builds up an intuition that can enable identifying essential
features of the type of simulation that would be needed in an
abstraction. A serious problem with full scale interactive simulation
is lack of scalabilty. We cannot provide a supercomputer for
every school. However, today's supercomputer is tomorrow's PC,
so the level at which simulations can be done by a wide audience
will steadily improve.
A good example of this is the application
at Argonne called Labspace which provides a realistic simulation
support to MOO interactive collaboration environments. These
are quite popular and use a spatial metaphor to set up a collaboratory
environment. It is plausible that realistic simulation will make
these ideas far more appealing, as current MOO interfaces are
text based and this is obviously limited in their ability to
represent a 3D collaborative world. The shared visualization
of the 3-D world will probably rely on the emerging VRML standard
for its visual display in a Web-based collaborative environment.
Use in a field of biology such as medicine
would be challenging in other ways, as the complexity of the system
necessitates that the simulation will be partially abstracted,
yet the total learning experience is tremendously enhanced by
the ability of the student to make certain input choices that
will play out to different, physically realistic results. Again,
VRML would enable shared 3-D visualization of biological systems.
Original limitations of NPAC: In our original,
unfunded AAT proposal submitted in January 1993, we outlined our
concept of a HyperWorld, defined as a collection of virtual worlds,
linked by suitable portals and offering an experiential and shared
VR based interactive educational environment. At that time, we
were unable to sharpen and test these concepts through prototyping
owing to the lack of VR infrastructure at NPAC.
Leveraging the new paradigm: Many of our
original concepts now can be explored in the current HTML based
WWW framework, using the support for the dynamic Web server extensions
provided by the CGI (Common Gateway Interface) protocol. Hence,
anticipating the emergent Web based VR technology developments,
we started last fall at NPAC a Web software development effort,
aimed at providing a bridge or interpolating platform between
current, HTML based WWW and the coming VRML based Web.
We found the problem of "how to implement
virtual reality in hypertext" both challenging and potentially
leading to practical and useful solutions. The natural starting
point for a prototype implementation was to identify a Web server
with a "World unit" and to view HyperWorld as suitably
linked collection of Web servers.
Such a model lacks two major features of
VR: active participation via content authoring, and the spatial
metaphor. These features are also of interest for interactive
education applications. A natural extension building towards
VR thus includes on-line HTML editing support and document tree
navigation tools.
Web-based GIS:To
explore the spatial metaphor, we have constructed in the context
of the Living Textbook consortium, a web-integrated GIS (Geographical
Information System). This combines 3D terrain rendering with
"web-sites" (multimedia hyperlinked buttons) overlayed
on the GIS. This was designed before VRML emerged as a standard
and although we can use our prototype for experimentation in educational
applications, further development should be based around VRML.
Enhanced Web environment:
Using Perl as a prototyping environment, we developed a collection
of WebTools, structured as a CGI/Perl based extension of the Web
server technology, providing the required functionality. The content
of a WebTools enhanced Web server is under control of a Manager
tool which allows clients, given suitable permission, to create,
destroy and manipulate individual nodes (files, directories) of
the document tree. The associated tool -- On-Line HTML Editor
-- supports interactive content authoring on pages created by
the Manager. Each such page comes with the default "HyperWorld
Navigation Bar," built out of the HTML substance, and providing
the metaphor of spatial hierarchial navigation through the document
tree, viewed as a 'space'. The Navigator Bar supports primarily
the intra-world navigation confined to a given document tree.
We are now also adding support for inter-world navigation in
our HyperWorld, through a collection of WebTools-enhanced Web
servers, all registered by a MetaServer.
The WebTools project was motived by and
started as part of this project, and then was continued based
on other NSF educational grants at NPAC. WebTools were recently
tested in a computational science course at SU on Web technologies:
a WebTools enhanced server was used both for course material
authoring and for interactive exploration and extension of the
server content and CGI code, conducted by students in a set of
class projects. We are also experimenting with other WebTools
modules such as full hypermedia e-mail support. In the next stage,
will support interactive forums, project management, shared calendar
and other applications.
We see that both the national scene(Web and VRML) and our local developments such as the Living Textbook and WebTools, positions ourselves well for the development of a full proposal for the AAT. Components of this proposal could include:
a) Collaboration among NPAC, IST, the School of Education, Industry, Teachers and Kids already developed in the Living Textbook consortium for non VR applications.
b) The NYNET physical infrastructure with ATM, ISDN networking and high performance servers as a microcosm of the future NII emnvironment.
c) VRML and advanced server and client Web
technologies on top of which we can build educationally specific
applications and services -- the Education Information Infrastructure
(EII).
Two complementary development areas to be
included in the proposal are the use of VR-based simulations in
education and CASE (software engineering) tools for developing
VR-based educational software. The educational web content should
include VR motivated navigated in information base as well as
the direct VR simulations.
We have not yet determined the applications
that our proposal should focus on but we will base this on our
local activities such as the Living Textbook as well as the national
activities as surveyed in resource list produced by Nilan and
Small as part of this SGER grant.
Locally we are working with the Living Textbook
Consortium, which includes several technologically literate and
involved teams of teachers as well as members of the Schools of
Education and Library and Information Science. This group is
tasked with conceptualizing meaningful and significant applications
in science and possibly mathematics that would make use of the
Web-VR environment and would also take advantage of the scientific
and computational science expertise at NPAC.
We will look through the printed resource
of references that the SGER project has produced for possible
model examples where we think the Web and VRML can be naturally
linked for education. Note that these technologies open up the
collaborative VR environment which could be a centerpiece of our
proposal. We will also attempt to evaluate other known education
efforts in the VRML and Web communities such as that at the Geometry
Center in Minnesota where they developed the OOGL (Object Oriented
Graphics Language) and are now converting it to VRML.
As outlined above, our exploration of interactive
Web technologies includes monitoring the external activities such
as VRML or Java, and pursuing the internal development efforts.
Our Web technology development efforts are solid and robust,
and we are confident of being able to shape our internal Web software
engineering so that it is complementary with the external activities.
We see the promise of near term results from continuation of
our HyperWorld/WebTools effort, augmented by VRML and Java technologies,
and focused on authoring tools for educational applications.
Reuse and leveraging commercial developments:
We note that SGI will be focused in the near term on Internet
commerce applications of the VRML/WebSpace, whereas Sun's main
focus with Java is the consumer electronic market (e.g. smart-settops
for interactive TV). From these and other efforts, the Web will
be populated soon with a broad spectrum of VRML objects and scenes,
Java applets, agents and other useful objects and tools. Although
script development will be driven by Internet commerce, we can
start accumulating scripts and addressing the issues of reuse
for building educational VR applications on the Web. Corresponding
software industry efforts will be focused on digital media studios
and content renting for the game developers, whereas we would
provide analogous but public and open object bases, CASE and authoring
tools for education and edutainment applications.
We will continue monitoring the interactive
Web development activities, especially in the area of VRML, Java
and agents integration and continue to participate in the listservs.
Publications.
Note I took first part of their book of
resources and made into SCCS tech report
A: VR Papers
M. Nilan, R. Small and W. Tirenin, "Internet
Data for VR in Education" NPAC Technical Report SCCS-707
(A) W. Furmanski, "Supercomputing and
Virtual Reality", in VR Becomes a Business, Proceedings of
the Meckler Conference Virtual Reality '92, San Jose, CA, Sept
23--25, 1992.
(A)Faigle, C., Fox, G.C., Furmanski, W.,
Niemiec, J. and Simoni, D., "Integrating Virtual Environments
with High Performance Computing", in Proceedings of the 1st
IEEE Virtual Reality Annual International Symposium, VRAIS'93,
Sept 18--22, Seattle, WA.
(A)Furmanski, W., "Supercomputing and VR Networking", in Proceedings of the
Meckler Conference Virtual Reality '93,
San Jose, CA, May 19--21, 1993.
(A)Furmanski, W., "Integrating Virtual
Reality with High Performance Computing using the MOVIE System",
paper presented at the 3rd Virtual Reality Systems '93, New York,
NY, October 18--21, 1993.
(A)Furmanski, W., "Virtual Reality
Technology for Cable TV", Assessment Report for Continental
Cablevision, Internal NPAC Report, January 1994
(A)Fox, G.C., Furmanski, W., Hornberger,
P., Niemiec, J., Simoni, D., "Implementing Televirtuality",
book chapter in Applications of Virtual Reality, 1994, by The
British Computer Society, Computer Graphics and Display Group
B: Web Technologies
(B)Fox G.C., Furmanski, W., Hornberger,
P., Niemiec, J. and Simoni, D., "Towards Interactive HPCC:
High Performance Fortran Interpreter", handout material and
demo presented at the Supercomputing '93, Portland OR, Nov 15--19,
1993.
(B)Furmanski, W., "HPSIN: High Performance Software Integration", March '94. http://www.npac.syr.edu/NPAC/PUB/PROJECTS/wojtek/hpsin/home.html Pages in NPAC information server describing the following projects:
HPSIN itself (as an umbrella project)
MOVIE (Multitasking Object-oriented Visual Interactive Environment)
HPFI (High Performance Fortran Interpreter)
HPCGS (High Performance Coarse Grain Distributed Computing Support)
Virtual Reality and Televirtuality -- A technology assessment project.
Pages in this HPSIN space contain also
a link to REFERENCES, which offers an on-line version of most
recent papers up to the end of '94. Some '95 references are currently
linked on the http://kayak.npac.syr.edu:2005 server in /WebTools/Potpourri.html
(B)W. Furmanski and G. C. Fox, "WebTools"
-- experiments with interactive Web technologies, currently tested
within the CPS600 Course Server at http://kayak.npac.syr.edu:2005.
See /WebTools for overview and recent references (currently collected
in /WebTools/Potpourri.html).
(B)G. C. Fox and W. Furmanski, "WebWindows:
Motivation and Application to Distributed Metacomputing",
talk and demo presented at the CRPC Annual Review, Houston, TX,
March 22.
C: Applications
W. Furmanski, editor, "Intelligent
Machines", A Module for the Course PHY106 "Science for
the 21st Century" by Marvin Goldberg and Ed Lipson, Syracuse
University, January 1994.
W. Furmanski, and K. Hawick, "Technology
Integration Service (TIS) for the dual-use of the Rome Lab / Air
Force technologies", June '94 http://king.syr.edu:2001. Includes
early version of the VR information space at http://king.syr.edu:2001/vr.
W. Furmanski, "Nearterm Technology
Development for Education on the NII", NPAC Technical Report,
March 1994.
W. Furmanski, "Next Generation WWW
Technologies for Distance Education", in Proceedings of The
Virtual University Conference, Wharton School of Management, University
of Pennsylvania, Jan '95.
Add
(C) G.C. Fox and K. Mills Mohawk Valley Paper
"High Performance Computing and Communication-Yet
another revolution in education"
G.C.Fox, K Hawick, M. Podgorny, K.Mills,
"The Electronic InfoMall - HPCN Enabling Industry and Commerce",
submitted to HPCN 1995
G.C. Fox, W. Furmanski, K. Hawick, D. Leskiw,
"Exploration of the InfoMall Concept - Building on the Electronic
InfoMall", Report to Rome Laboratory, May '95
K.Mills, "Information on Demand Technologies
and Applications", HPCWire 1514, Nov '94, Special Feature
(SCCS-649)
G.C. Fox, W. Furmanski, K. Hawick, D. Leskiw,
"Exploration of the InfoMall Concept, NPAC Technical Report
SCCS-634, Aug. '94
K. Mills, G.C. Fox, B. Shelley and S. Bossert, "The Living Textbook: a Demonstration of Information on Demand Technologies in Education", Proceedings from Jun 95 NECC (National Education Computing Conference).