Friday, 6 March 2015

Child’s Play

 Games that simulate reality bring home humanity’s impact on nature for kids.

-AMY WESTERVELT A woman peers through goggles embedded in a large black helmet. Forest sounds emanate from various corners of the room: a bird chirping here, a breeze whispering there. She moves around slowly. On the wall, a flat digital forest is projected so observers can get a rough idea of her surroundings, but in her mind’s eye, this undergrad is no longer pacing a small, cramped room in a university lab. Thanks to that black helmet, she’s walking through the woods.
In a minute, she’s handed a joystick that looks and vibrates like a chainsaw, and she’s asked to cut down a tree. As she completes the task, she feels the same sort of resistance she might feel if she were cutting down a real one. When she leaves this forest and re-enters the “real” world, her paper consumption will drop by 20 percent and she will show a measurable preference for recycled paper products. Those effects will continue into the next few weeks, and researchers hypothesize it will be a fairly permanent shift. By comparison, students who watch a video about deforestation or read an article on the subject will show heightened awareness of paper waste through that day, but they will return to their baseline behavior by the end of the week.
The tree-cutting study is one of many that Stanford University has conducted in its Virtual Human Interaction Lab over the last several years in an attempt to measure the extent to which a simulated experience affects behavior. And it’s part of a growing body of research that suggests that virtual experiences may offer a powerful catalyst for otherwise apathetic groups to begin caring about issues and taking action, including on climate change. That’s important, because while time spent in nature has been proven to be quite beneficial to human health, whether or not humans repay the favor tends to rely on the type of nature experiences they have in their youth.
In a 2009 study published in the journal PLOS ONE, researchers from the University of Pretoria, in South Africa, found that although people who spent time hiking and backpacking were more willing to support conservation efforts a decade or more later, those who had visited national parks or spent time fishing as kids were actually less inclined to do anything to support the environment.
An earlier (2006) study on the relationship between nature experiences and environmentalism found that those who had spent their youth in “wild” nature, defined as hiking or playing in the woods, were more likely to be environmentalists as adults; those who had been exposed to “domesticated” nature — defined as visits to parks, picking flowers, planting seeds, or tending to gardens — were not. Given the unlikelihood of every child having a “wild” nature experience, researchers are on the hunt for other ways to cultivate environmentally responsible behavior.
Climate change, like many large-scale environmental issues, is a problem over which few people feel they have a direct impact — for better or worse. As researchers Sun Joo (Grace) Ahn and Jeremy Bailenson wrote in a forthcoming paper in the journal Computers and Human Behavior, individual actions taken at a micro-scale, like failing to recycle paper or support certain policies, can contribute over time to negative environmental consequences, like deforestation, which in turn affects climate trends over many years. But the long time frames and vast scale create a dangerous disconnect. While 97 percent of peer-reviewed scientific research points to human activities as a primary contributor to climate change, only half of Americans see the link.
Proponents of virtual reality think it could help drive home the impacts of climate change and make people feel empowered to do something about it. “When individuals feel that their behaviors directly influence the well-being of the environment, they are more likely to be concerned about and actively care for the environment,” Ahn and Bailenson wrote.-The Magazine

Thursday, 5 March 2015

Teacher tech

THE AMAZING
-AMY WESTERVELT.Researchers working on both virtual and augmented reality (mobile apps on either smartphones or tablets overlaying information on a live image captured through a camera) are increasingly experimenting with these technologies as learning tools. Stanford, Harvard, MIT, and a few other universities have pilot projects in middle and high schools. Science museums and zoos on both coasts are using the technology in exhibits and deploying augmented reality apps that visitors can use on their phones or on museum-issue mobile devices to learn more about what they’re seeing.
EcoMUVE, a multi-user, desktop computer-based virtual environment that features a simulated pond ecosystem, was developed by Harvard University to teach students basic biological processes like photosynthesis and decomposition as well as systems-thinking about complex environmental issues. The Harvard team recently launched EcoMOBILE, a corresponding augmented reality app, which enables students to take the EcoMUVE experience with them, collect data out in the field, and “see” what’s going on below the surface and what happened in an ecosystem in the past.
EcoMUVE was piloted in schools in Massachusetts and New York but is now available for download by any school, and it is being used across the United States and in other countries, including India and Mexico. EcoMOBILE is currently being piloted at schools in Massachusetts and New York.
A handful of Massachusetts high schools have also piloted an MIT-developed augmented reality app called Time Lapse 2100, which requires users to set various policies that would affect the environment and then shows them what would happen if those policies were enacted. This fall, Bay Area schools will be pilot-testing Stanford’s Coral Reef, a virtual reality game in which participants become a piece of coral in a reef affected by ocean acidification. All three universities are also working with museums and science learning centers to deploy their technology in learning experiences.
“I was initially not sold on the idea of augmented reality,” says cognitive scientist Tina Grotzer, a professor in Harvard’s graduate school of education and the co-principal investigator for both the EcoMUVE and EcoMOBILE projects. Grotzer spent several years as a teacher herself before heading to Harvard to research how kids learn, particularly how they learn science. Grotzer says it was the technology’s potential to drive home environmental science lessons that won her over. “With physics, you can do an experiment, and kids can see instantly what you’re talking about. With environmental science, we tried to do a decomposition experiment, but you set the experiment up and then 12 weeks later something happens. By then the kids have completely lost interest.”
Augmented reality enables teachers to extend that vision, or what scholars call an attentional frame, and make the unseen more tangible. For example, teachers take kids to a nearby pond and use EcoMOBILE to show them how the town dumped garbage there 60 years ago and nearly filled in what is today a pristine, natural pond. The app shows them how plants around the pond are turning sunlight into energy and reveals what microscopic pond life is doing under the water’s surface. It also walks them through the real-world collection of water samples, which it helps them analyze.