The research project investigates the use of a network-enabled platform (NEP) involving a combination of technologies that include: high bandwidth network infrastructure; highperformance visualization and compute cluster solutions; Storage Area Network devices and servers; standard and high definition tele-presence/communication infrastructure; co-located immersive environments; and a range of modeling and imaging applications. The NEP enabled student teams in multiple locations collaborate via on-demand, synchronous access to project data, visualization, modeling, simulation and multimodal interpersonal communication tools through a web service based dashboard interface that hid the logistic and technical complexities to the user. As a preliminary report on a proof-of-concept design studio conducted during the spring semester of 2007 between the Carleton Immersive Media Studio (CIMS) at Carleton University in Ottawa and the Immersive Environment Laboratory (IEL) at Pennsylvania State University, the paper first describes the implementation of this network-centric collaborative design platform. The report articulates the “staging” of the conditions of possibility for a dynamic interplay between technological mediation and the reality of making, then compares the use of high bandwidth technology with customized symmetrical toolsets in the tele-collaborative educational environment, versus commercial toolsets deployed over moderate bandwidth connections. In each setting, the collaborative environment is assessed according to issues encountered by students and design outcomes. The effectiveness of the digitally mediated collaborative studio is also gauged in terms of student reaction to the learning process via feedback surveys and questionnaires.
[1]
Cagatay Basdogan,et al.
An experimental study on the role of touch in shared virtual environments
,
2000,
TCHI.
[2]
Hh Henri Achten.
Requirements for Collaborative Design in Architecture
,
2002
.
[3]
Bo Xu,et al.
Eucalyptus: Intelligent Infrastructure Enabled Participatory Design Studio
,
2006,
Proceedings of the 2006 Winter Simulation Conference.
[4]
Martin Wattenberg,et al.
Communication-minded visualization : A call to action
,
2006
.
[5]
Wijnand A. IJsselsteijn,et al.
Social Presence in a Home Tele-Application
,
2001,
Cyberpsychology Behav. Soc. Netw..
[6]
C. Gunawardena,et al.
Social presence as a predictor of satisfaction within a computer‐mediated conferencing environment
,
1997
.
[7]
Matthew Lombard,et al.
At the Heart of It All: The Concept of Presence
,
2006
.
[8]
Ilona Heldal,et al.
Collaborating in networked immersive spaces: as good as being there together?
,
2001,
Comput. Graph..
[9]
Clifford Nass,et al.
Designing social presence of social actors in human computer interaction
,
2003,
CHI '03.
[10]
Frank Biocca,et al.
The Effect of the Agency and Anthropomorphism on Users' Sense of Telepresence, Copresence, and Social Presence in Virtual Environments
,
2003,
Presence: Teleoperators & Virtual Environments.