Consciousness, Literature and the Arts

Archive

Volume 1 Number 3, December 2000

_______________________________________________________________

Seeing is Believing: Advanced Visualization and the Use of Virtual Reality in an African American Literature Course

 

By

 

Bryan Carter, Joi Moore and Chris Amelung

 

 

| Introduction | Rationale | Virtual Harlem | Evaluation Methods | Results |

| Implications | Future Research Plans | References | Appendix |

 

link to quicktime movie

Introduction

Instructors in the Humanities often face the challenging task of actively engaging students with a text for which some have little or no background knowledge or interest. When students are assigned a text that is older than their parents, they usually have a difficult time visualizing the setting that may have inspired an author or artist to create the work. The challenge is further compounded by the way Hollywood has "modified" various settings for the objectives of a film version of a novel or short story. Because of the liberal way in which the media sometimes modifies settings, often with little regard to historical accuracy, students are left with the idea that if they have seen the movie, they "know" the whole story. With the help of advanced visualization technology, we now can create accurate, content-filled environments wherein students can become actively engaged within these settings on a more personal level.

 

The overall goals of this project are to develop relevant curriculum materials within an African American literature course that can eventually be expanded to other disciplinary areas. These materials will incorporate advanced visualization and interactivity within a technological framework in order to facilitate greater comprehension, appreciation, and contextualization of a period, text, or discipline. We also hope to foster curricular and pedagogical reform, to make more productive use of networking resources, and to incorporate a degree of faculty development which emphasizes the inclusion of advanced technologies. In addition to our pedagogical concerns relating to how students comprehend a text, Virtual Harlem was created to demonstrate the potential benefits and capabilities of Virtual Reality (VR) within an educational environment.  Thus, we conducted a preliminary evaluation to answer the following questions:

 

How does the use of advanced visualization affect students' overall comprehension of early 20th century African American literature in other disciplinary areas?

How are students' perceptions and consciousness about the subject matter affected as a result of experiencing advanced visualization environments?

 

The University of Missouri-Columbia’s Advanced Technology Center (ATC) is currently working on a project called Virtual Harlem, which is, to the best of our knowledge, one of the few uses of VR in an American Literature setting. This virtual world allows students not only to visualize the setting and context of several fictional texts in a computer-generated environment, but also enables them to interact with it by navigating through streets, with historical characters through questions and audio queues, and participate in its design. As students “build” a spatial context for their reading of the text, their enthusiasm for the subject matter skyrockets. Approximately ten square blocks of Harlem, N.Y., as it existed in the early 20th Century, have been reconstructed in a VR learning environment. This environment gives students an unprecedented view of the cultural wealth and history of one of the most productive periods in African American culture -- the Harlem Renaissance, circa 1925-35. Currently, student research materials help to refine and expand upon this base, as students have the pleasure of not only navigating but also performing interdisciplinary research on the time period, which provides extra dimensions to the learning environment.

 

Virtual Reality is best defined as a computer generated environment that immerses a user into the environment at various levels. One level is to have the user wear a head-mounted display to become totally immersed into the environment. Another level is to have the user wear stereographic glasses that offer an enhanced level of graphic detail but only semi-immerses them into an environment. The third level is one pioneered by the University of Illinois-Urbana Champaign, called the CAVE. The CAVE is an acronym that stands for Cave Automatic Virtual Environment and is a theater (10x10x9 feet) that is comprised of three rear-projected screens for walls and a reflective projection for the floor. Designed for a multi-user experience, each wall of the CAVE represents the field of view for the users. Because the CAVE is designed for multi-user experiences, it lends itself perfectly for small groups of four to eight students, yet allows individual exploration because each user may look in any direction[bc1] . An exciting element of this project is the networked collaborative experience that exists between CAVE units.  The CAVE is also a metaphor with reference to “The Simile of the Cave” found in Plato’s Republic. In his account, Plato explores the ideas of perception, reality, and illusion. This same sort of exploration can now be more effectively incorporated into various courses using VR.

 

Because of the interactive nature of VR learning environments, students are immersed within an environment that actively engages them on both a technical and pedagogical level. They also have the ability to collaborate with students who may be located anywhere around the world and who are studying the same material with access to similar hardware and software. These types of multi-campus collaborative exercises are becoming more common on the World Wide Web in a textual format, but have not been fully explored using interactive advanced visualization environments.

 

Rationale

A number of colleges and universities around the nation offer courses pertaining to African American culture and usually teach them as separate disciplinary surveys, representing a very broad time-span. This is, understandably, one way to expose students to a number of political movements, artists, historical events and personalities which may encourage further study in more specialized courses. Oftentimes, however, significant aspects of African American culture are overlooked because of the amount of time that must be covered versus the number of weeks within a semester.

 

It is nearly impossible to cover over one hundred years of information in such a short amount of time. To compound this problem, students are usually enrolled in large lectures and required to complete an exorbitant amount of reading to make up for information, which cannot be covered in regular class meetings. Therefore, current instructional strategy reinforces the “passive learner” mentality often learned in their secondary school experience. The frustration that students sometimes experience because of the way large survey classes are formatted is compounded even further when they are asked to conduct research on the Web and they find no central location for the information they seek. There are literally hundreds of search engines with links to relevant sites pertaining to African American culture and a dazzling number of Web-based resources that may or may not be “valid” from a research perspective.

 

          According to Kinzer and Leu (1997), learners often enter a class with little shared knowledge between each other or between the teacher. This often makes it difficult for learners to link new information with what they already know. Kinzer and Leu also point out that students do not use their new knowledge in appropriate situations even if they have demonstrated a certain mastery over the subject. Students may learn something in one class which may have relevance in another, but they have a difficult time making the connection. Sharp, Bransford, Goldman, Risko, Kinzer, and Vye (1995) found that multimedia environments with dynamic visual support facilitate learning and comprehension and increase the ability for students to make the connections pointed out earlier. Both of these studies serve as examples of ways in which the increase in prior knowledge leads to increases in comprehension and interest. These studies are also supported by the research of Alexander, Kulikowich, and Jetton (1994) as well as that of Tyler and Voss  (1982). Increases in prior knowledge also lead to greater frequency and higher quality of self-generated questions (Scardamalia & Bereiter, 1991) and profoundly influences the interpretation of ambiguous passages (Bransford & Johnson, 1973). Thus, a well-designed visual environment contains several characteristics that may be useful in helping students overcome a lack of prior knowledge about complex and contextually dense material.

 

A hypermedia visual environment responds immediately to the learners' informational needs as they attempt to construct a model of the information they encounter (Kinzer & Leu, 1997). Within a hypermedia visual environment, a learner has access to multiple media sources of information with navigational capabilities similar to that of the "real world." In addition to text and traditional graphic material, learners now have access to animation, speech, video, music, and the possibility of real-time interaction with real or historic figures that may be used to explore various cause and effect relationships or complex relationships between multiple disciplines.  Expanding on the notion of the environmental effect on learning, William Winn (1993) proposed that a different type of learning, constructivism, could occur in a virtual environment when students actively engage in the creation of knowledge. The constructivist theory was proposed in the early 1980s by R. M. Gagne et al., as well as that of constructivists of the 1930s and 1940s led by Jean Piaget. Rather than passively receiving knowledge, students must navigate and make decisions based upon various options presented to them (e.g. whether to drive or walk, whether to go inside a cabaret or look through the window, whether to read poems on the wall of a popular establishment or listen to jazz). This active decision-making gives students the feeling of not only participating in a “real” world environment, but also transforms learning into exploration. Because of the sense of agency that the student feels, he or she is more likely to engage in learning. A part of constructivist theory advocates teachers acting as facilitators functioning to help students become active participants in their own learning thus making meaningful connections between prior knowledge, new knowledge and between disciplines.

 

When students read a text, they are experiencing, second hand, the interpretations of the author. Although this second-hand account of an author’s knowledge of a place or event may lead to a good understanding of what the author may have been trying to express, VR affords the student an opportunity to experience “first hand” the same environment, event, or setting that the author is describing through an accurate recreation of the environment, not just the recreation of a single scene from a single work of literature. Students may discover additional or entirely new meanings because they will have “seen,” “explored,” and “experienced” the environment themselves. In this way, visualization becomes a kind of “intertextual” engagement, in which students interact with a simulated environment, augmented with music, photos, and dialogue. Visualization promises not only to open the text to new possibilities, but also to revolutionize the notion of what it means to “read” or experience a text. Thus, the visual may serve to expand the literary/historical consciousness of the user.  This aspect of VR should be vital to the future of literary, historical and social criticism.

         

One of the primary reasons for incorporating VR is to engage students on both a visual and critical level, so that a historical movement within African American culture can be better understood and critically evaluated by having students enter into a realistic rendition of the environment that inspired artists, educators, musicians, authors, politicians and economists. The cross-disciplinary aspect of this VR project in the Humanities encourages students to explore relationships between independently taught courses such as music, art, literature, psychology, and history.

 

          Two committees have been established to develop, enhance, evaluate and distribute this project to a national audience as well as to incorporate a system of checks and balances to ensure historical accuracy. A Curriculum Development Committee is comprised of scholars from three universities who specialize in various disciplines.  Representatives from fields such as history, art, music, literature, and psychology, all of whom see a relationship between Virtual Harlem and units they actually teach, have agreed to develop relevant curriculum modules that can be used by faculty members and researchers from around the world, and to establish a system of checks and balances to ensure historical accuracy.

 

          The Technological Development Committee is comprised of developers who have agreed to help complete certain portions of the distributed learning environment. Computer programmers, Web developers, videographers, musicians, librarians, artists, assessment/evaluation specialists and system administrators make up this team and will carry out the technical implementation and evaluation of this project. Committee members have extensive experience within the fields of video and audio digitization, electronic texts, 2-D and 3-D digitization, animation, CD-ROM and DVD development and the very exciting implementation of Internet 2, the high speed network being developed to connect scientific and research institutions.

 

Virtual Harlem: The Virtual Reality Learning Environment

The Harlem Renaissance, circa 1925-1935, is the major context for this VR learning environment. A student studying literature may encounter an experience similar to the one described below.

 

As the journey begins, a passing trolley car full of people must be avoided, as well as other Model-Ts parked in the street. Straight ahead, the Lafayette Theatre is an obvious attraction, with an all black cast playing in the version of “Macbeth” produced by Orson Welles. From the open car, you can hear the sounds of dogs barking in the street and people laughing and walking by. Getting out of the car, you can stop and hear a portion of Macbeth’s infamous monologue as he holds his bloody dagger, while the cast practices during the day. Driving or riding the trolley is the fastest way to get your bearings in Harlem, but walking will take you into the clubs to watch live performances of jazz, blues, ragtime, and classical music. Connie's Inn, Small's Paradise and the world famous Cotton Club, refer to as "the big three cabarets" are among the many establishments created using actual photographs for reference.

 

Navigating through the streets by day, you notice the life of the entrepreneurial city streets (see Figure 1). You can pass street vendors selling their wares, and as you approach one, he will start to call his jingle, “the meat pie man is a mighty fine man.” These jingles or street-chants were a popular form of entertainment, and are the historical foundation for the later commercial jingle. Walking also allows you an opportunity to explore Harlem’s alleyways, where you might happen upon two men playing checkers or telling “hoodoo” stories, which are the U.S. version of “voodoo,” and involve the sharing of herbal recipes, love potions, trickster tales, or other kinds of spiritualism. As students hear these stories, the instructor can tell them of the history of American “hoodoo,” a kind of folklore that was developed by slaves to accommodate their new surroundings. The voices of all the characters within Virtual Harlem are those of actors that were recorded and placed in the appropriate location as “sound beads” within the environment. Later, “live” actors will be filmed using chromakey technology and placed as animated figures within the project that will come to life when one approaches.

 

Figure 1. 7th Avenue, Harlem, New York – Circa 1926

 

You can also pass the Peace Mission of Father Divine, a cult figure who was enormously popular up and down the Eastern Seaboard and on the West Coast for over five years. As you pass, you can hear Father Divine describing himself as the “Lord God in bodily form” as the followers cry out, “peace be to Father Divine.” Nearby is the largest African American church of the time, Abyssinia Baptist Church, where you can hear the Reverend Adam Clayton Powell deliver a portion of the “Creation” sermon as recorded by the poet James Weldon Johnson.

         

The most exciting time to be in Harlem is at night, and students (or the teacher) may choose when night will fall in Harlem, after they have had enough of the daytime sights (see Figure 2). At night, the city comes alive with the flashing lights of marquees and the faint glow of the lampposts. You may choose where to go by reading the bills posted on billboards outside the bars, which are created from photographs of actual bills of the time period. Or, you may simply stroll the streets, peering in windows to decide what interests you most. At the Nest Club, waiters are setting up for a fancy dinner, while across the street, people are eating at a more casual doughnut shop. Passing one club, you can hear Bill “Bojangles” Robinson tap dancing inside and reminisce about the time that he tapped five miles down Broadway on his sixtieth birthday followed by over 500 well wishers. You can visit the Hot Cha Club where Billie Holiday got her start, or the famous Savoy Ballroom where dances like the Charleston and the Lindy Hop were popularized. Tonight, the Chick Webb Orchestra and the Jimmy Lundsford Band are playing in the “Battle of the Bands,” an all-night concert that goes on until one band quits or the sun comes up, whichever happens first. You can stay and listen or just watch dancers perform the Lindy Hop or the Jitter Bug. Small’s Paradise is nearby and is where Langston Hughes frequently visited, while down the street, Myra Johnson is singing at the Apollo Theater as part of Amateur Night. What is fascinating about the clubs in Harlem is the diversity of the clientele, from the "all-white" Cotton Club to the interracial men’s club called Barron’s Cabaret or the predominantly gay and lesbian audience of Edmund’s Cellar.

 

Figure 2. Harlem at Night in front of the Cotton Club

 

What most people want to experience is the Cotton Club, where African Americans distinctly are not allowed. The famous gold and wood-crafted doors of this Mafia-controlled club are unmistakable, and as they open, you have a sense of entering a world of wealth, exoticism, sensuality, and illusion. Designed to be reminiscent of old plantation life, the interior strikes you as a combination of the Old South and an exotic island jungle. There are palm trees everywhere, and the room is filled with laughing guests in evening gowns and tuxedos. If you stay long enough, the curtains will part, and actual footage of a filmed performance of the Duke Ellington Band will play on stage as dancers tap in the foreground as an introduction to singer Freddie Washington.

 

If you grow tired of this "all-white" setting, you can sneak out through the door that says, “colored entrance” on the outside, which functions as an entrance for black waiters and entertainers. In the back alley, you may find that Duke Ellington band members have gone to hear Bessie Smith sing at the After Hours Club, a blues bar behind the Cotton Club. Finally, there are always the salons held in the brownstones inhabited by the intellectual class, where you can mill around with Jessie Fauset, Nella Larsen, Wallace Thurman or Zora Neale Hurston. Or there is the notorious “Dark Tower” built by A’Lelia Walker, daughter of Madam C.J. Walker, beauty culturists who made millions developing skin and hair care products for African Americans. The walls of the “Dark Tower” are covered with poetry by Langston Hughes and Countee Cullen, and the clientele will give you a sense of the weekends filled with poetry and music that occurred in this place.

         

The incorporation of VR technology in various courses developed by members of the Curriculum Development Committee recreates the actual setting being taught. Hence, the Humanities content can be supplemented with realistic images, music, speeches, etc…. For instance, one of the texts being used for a literature course is Home to Harlem by Claude McKay (1928). In this work, McKay graphically describes various scenes in New York that he probably experienced while living there, although he wrote the novel while living in Europe. Students begin by reading portions of the novel along with class discussion on important themes and are encouraged to use their imaginations to piece together the portions of Harlem and/or other settings that the author has described textually. The class is then taken to a VR lab where, through immersion, they will be able to expand their imaginary capabilities, because they will now have memory and personal experience to add to the artist’s description of a particular scene within a novel. We believe that students will gain a more comprehensive understanding of the text, the time-period, and the author’s language by “seeing” the scenes in conjunction with their reading.  The QuickTime movie for Virtual Harlem provides a Web-based example of what a student may experience when viewing the VR project (see Appendix).

 

 

Evaluation Methods

          At the beginning of the semester, 139 students in an African American Literature course were administered a pretest to determine initial perceptions and attitudes toward the Harlem Renaissance and the artists from this period as well as the Harlem environment out of which these emanated (i.e. people, culture, physical environment). This pretest was one question that simply asked "What was Harlem like during the 1920's and 1930's?" Next, the traditional content delivery (i.e., lectures, readings, and discussions) continued for approximately 2 weeks. After the unit of instruction was completed, students were divided randomly into an experimental and control group.  The experimental group visited the Virtual Environment Instructional Lab (VEIL), which is maintained by the ATC at the University of Missouri-Columbia, wherein they experienced advanced visualization of Virtual Harlem. On the same day, both groups were administered the same guided question given to them earlier in the semester. In addition to the guided question, the experimental group completed a survey and provided feedback regarding the Virtual Harlem project via email.

 

Results

          The results of the pre-assessment data suggest differences in the attitudes and perceptions about Harlem Renaissance between ethnic groups enrolled in the class.  While most African American students entered the course with positive perceptions and attitudes toward Harlem, the majority of Caucasian student’s attitudes ranged from negative to indifferent.  While it is too early to draw any definite conclusions, the initial results of qualitative measures indicate a shift in attitudes of Caucasian students in the experimental group. All of the experimental group’s writing is not only more descriptive, but demonstrates a positive perception of the life in Harlem during the 1920s. For example, previous writing samples of Caucasians in the experimental group noted that Harlem was "slummy", "rodent-infested", and "gangster-ridden".  After visiting Virtual Harlem, the writing samples by the same students indicated a more positive perception of the period.  The perceptions of African American students within the experimental group remained the same and in some cases increased.  However, the Caucasian and African American students within the control group’s subsequent writing sample mirrored their initial writing assessment in terms of perceptions and attitudes. 

 

Students within the experimental group were also given a survey to assess their views on the overall contribution of VR visualization to their understanding and appreciation of the course content. The results are noted in Table 1. Preliminary results of the survey suggest that Virtual Harlem project positively affects student learning of the Harlem Renaissance period. It is also noted that students appreciated the use of VR over traditional presentation methods, which  provides inspiration to continue with this project.

 

Table 1: Student Survey Data

Question

Response

Percent

Contribution of VR visualization presentations to my understanding of the course material

None

Some

Significant

Very significant

7.8

18.6

44.2

29.4

Usefulness of VR visualization as a supplement to this class

None

Some

Significant

Very significant 

8.9

10.4

37.8

43.0

VR visualization increased my interest in the course content

No

Yes

No response

9.7

88.9

1.4

Contribution of VR visualization presentations to the class

None

Some

Significant

Very significant

5.9

6.7

39.3

48.1

Relevance of VR visualization to the course content

None

Some

Significant

Very significant

6.7

11.1

38.5

43.7

Use of VR visualization would influence my decision to take a course

None

Some

Significant

Very significant

13.3

16.3

34.1

36.3

Educational value of VR visualization

None

Some

Significant

Very significant

6.0

11.2

34.3

48.5

VR visualization was _____ a film or video

Less effective than

More effective than

The same as

7.4

69.6

23.0

Incorporation of VR visualization into the course by the instructor

Poor

Good

Excellent

Superb

3.0

6.8

31.6

58.6

Overall effectiveness of VR visualization

Poor

Good

Excellent

Superb

4.0

7.0

42.0

47.0

 

 

Implications

The promises of VR create new possibilities for text and revolutionize the notion of what it means to “read” or experience a text regardless of the discipline. Because of recent currents in literary and historical criticism focusing on intertextuality, pastiche, and reader response, this aspect of VR should be vital to the future of criticism as a whole.

 

          The future of Virtual Harlem is very exciting. Just recently, a collaborative activity took place between the University of Missouri-Columbia (MU) and the University of Illinois-Chicago (UIC) where the instructor, Bryan Carter, guided a group of students through Virtual Harlem. The students were part of a Harlem Renaissance course being taught at UIC and were taken to the Electronic Visualization Lab located at UIC. Carter was at the Advanced Technology Center at MU. Participants were represented as Avatars or computer-generated representations of humans, within the environment. All participants could interact and communicate with one another as well as with the environment. The response by students was overwhelmingly enthusiastic. Because students were already familiar with the subject matter and the environment through some class discussion, they made comments such as, “look, there’s the Cotton Club,” and “so, that’s what the Apollo Theater looks like.”

 

          Within future phases of the project, we envision incorporating a very sophisticated level of artificial intelligence in which the environment will interact with the user based on certain decisions made at the beginning of the program. For instance, if a student were to choose to “be” a black, middle class female, the environment and avatars within the project may treat her differently than if she were to choose to be a white, upper class male. Imagine the possibilities for role-playing within an environment that no longer exists and how students will be able to literally step out of their “selves” to become someone else for a while. This sort of shared experience is moving closer to the Metaverse as described by Neil Stephenson in Snow Crash.

 

 

Future Research Plans

Through collaborative activities between Humanities scholars and those in technology or engineering, more visually shared spaces like Virtual Harlem are possible.  We hope to perform a more formal evaluation of the impact on learning by answering the following research questions:

 

How does the use of advanced visualization affect students' overall comprehension of literature in other disciplinary areas? After a specified length of time, does advanced visualization help students retain knowledge more effectively than standard instructional delivery methods (i.e. lecture and readings)?

Does the delivery medium of the advanced visualization project affect the overall comprehension of students within various Humanities subject areas? If so, how?

Networked collaboration between universities is an inherent part of this advanced visualization project. How is this type of collaborative activity similar to or different from that which takes place in a traditional classroom setting? What is the effect on learning?

How does the use of advanced visualization modify the way teachers use advanced technology in the classroom?

 

The preliminary data collected from this study will be incorporated into a longitudinal study designed to determine the impact of advanced visualization over an extended period of time.  Moreover, we will also be able examine its impact on retention of subject matter because all of the students who were enrolled in the class have agreed to be re-tested after 6 months.  As we continue to enhance the project and collect data to answer our research questions, we hope to contribute to the literature related to the following: active learning versus passive learning, interactivity with the subject matter, and assisting visual learners who may find the lecture format difficult. 

 

As we expand the scope of the Virtual Harlem project, we will develop a national and global dissemination plan for use within a VR learning environment and make the end products available in a variety of technological formats. As we increase the awareness of this project, we hope that more instructors for similar courses will become involved.  Through their involvement, we will be able to unify the multitude of information resources that are located on the Web regarding a specific period in African American culture.

 

References

 

Alexancer, P.A., Kulikowich, J.M., & Jetton, T.L., (1994). The role of subject-matter knowledge and interest in the processing of linear and non-linear texts. Review of Educational Research, 64, 210-252.

Bransford, J.D., & Johnson, M.K. (1973). Consideration of some problems of comprehension. In W. Chase (Ed.), Visual information processing (pp. 383-438). New York: Academic Press.

Kinzer, C. & Leu D.J., Jr., (1997). Focus on research - the challenge of change: Exploring literary and learning in electronic environments. Language Arts, 74(2): 126-136.

Scardamalia, M., & Bereiter, C. (1991). Higher levels of agency for  children in knowledge building: A challenge for the design of new knowledge media. The Journal of the Learning Sciences, 1, 37-68.

Sharp, D.L., Bransford, J.D., Goldman, S.R., Risko, V.J., Kinzer, K., & Vye, N.J. (1995). Dynamic visual support for story comprehension and mental modeling by young, at-risk children. Educational Technology Research and Development, 43(4), 25-42.

Tyler, S., & Voss, J.F. (1982). Attitude and knowledge effects in prose processing. Journal of Verbal Learning and Verbal Behavior, 4, 331-351.

Winn, W. (1993) A conceptual basis for educational application of virtual reality. Human Interface Technology Laboratory, University of Washington.

 

Appendix

 

Navigating the QuickTime Movie

Before viewing this QuickTime VR environment, you will need Apple's QuickTime 4.0 and the QTVR plug-in both of which are free downloads from Apple (http://www.apple.com/quicktime/download ). When the tour first appears, you will be standing in the middle of 7th Avenue, viewing the Lafeyette Theatre to your left, and facing the Apollo Theater. QuickTime VR allows you to rotate your field of view, 360 degrees, by holding down your mouse button  and "dragging" the mouse either left or right (note: click and hold the left mouse button if you are using a PC). Your cursor will change to a left or right arrow depending on your direction.  You can zoom in (minus) or zoom out (plus) by clicking on the magnifying glasses in the bottom left-hand corner of the QuickTime window.

 

Each 360 degree QuickTime environment is referred to as a panorama. This is equivalent to standing in the middle of a room and turning completely around in a circle. The environment also contains "nodes" which are several individual 360 degree panoramas linked together. When you notice your cursor turn from a circle to an up arrow, click your mouse and you will be transported to the next "node" which takes you either up or down the street. Navigate the environment just as if you were walking down the street. If you want to go in a particular direction, turn that way. Then, you can perform another 360 degree navigation in the same manner you did in the other nodes.

 

The QuickTime Movies and all other images within this paper are the property of The Advanced Technology Center at the University of Missouri-Columbia. You must receive written consent to use any of these images for commercial, educational or personal purposes.

ã 2000 Advanced Technology Center, University of Missouri-Columbia.

 

 

Associated Web Sites

The Advanced Technology Center, University of Missouri - Columbia, (http://www.atc.missouri.edu)

Making of Virtual Harlem, (http://www.atc.missouri.edu/virtualharlem)

Electronic Visualization Lab, University of Illinois-Chicago, (http://www.evl.uic.edu/EVL/)  

The following web site is the location of the entire journal article: http://www.coe.missouri.edu/~moorejoi/virtualharlem

Apple Computer - QuickTime, (http://www.apple.com/quicktime/)