Untitled Document

Special
Education and
Virtual Reality:
Challenges and
Possibilities
David A. Powers and Melissa Darrow
East Carolina University
Reprinted from the Journal of Research on Computing
in Education
vol. 27 no. 1
Winter 1996
Copyright © 1996 International Society for
Technology in
Education
Abstract
Virtual reality is an emerging technology
with a wide range of potential applications. As problems
of cost,
size, and performance are overcome, virtual reality is
being used
in medicine, chemistry, architecture, interior design, the
military,
space exploration, and robotics. There are powerful
potential applications
for this technology in programs and services for persons
with disabilities.
These applications include modeling, flexible
instructional design,
realistic training environments, robotics, vicarious
sensory experiences,
concretion, stimulus control, and training in orientation
and mobility.
The extent to which these potential uses of virtual
reality are
realized, however, depends on the willingness of special
educators
to become knowledgeable about the technology and serve as
advocates
for its research and development in special education.
Few
new technologies have attracted as much initial enthusiasm
as virtual
reality. Such a response is particularly remarkable given
that there
are presently very few cost-effective practical
applications for
the technology. This enthusiasm is fueled not so much by
what virtual
reality can do in the present as by a shared recognition
among researchers
of its enormous and unique potential. It is that unique
potential,
the capacity of virtual reality to present experiences in
an altogether
novel manner, that has intrigued researchers in agencies
ranging
from NASA to Nintendo, and in disciplines ranging from
radiation
oncology to architectural design. Oddly absent, however,
from the
list of researchers actively pursuing applications for
virtual reality
have been representatives of special education.
Ironically, it appears
that virtual reality holds special promise for empowering
the lives
of persons with disabilities. In order to assure that
persons with
sensory, physical, and cognitive limitations benefit from
creative
applications of virtual reality, special educators should
become
more active participants in the transition of virtual
reality from
the research laboratory to real-world settings. The first
step in
that process involves becoming aware of the nature of the
technology
and capturing a sense of its potential.
THE NATURE OF THE TECHNOLOGY
Virtual
reality, referred to variously as virtual worlds, virtual
environments,
telepresence, and cyberspace, as well as by the oxymoron
artificial
reality, is a technology that literally "envelopes one in
a surrogate
existence" (Wright, 1990, p.
91). The
user wears headgear that presents each eye with a
miniature computer
screen. The tiny monitors typically block the user's view
of the
surrounding "real" environment, creating an illusion of
being within
a three-dimensional world created by the computer. The
headgear
contains a position-tracking system that responds to
movement of
the user in space by adjusting the scenes viewed through
the goggles.
When the user tilts his or her head, the computer receives
information
regarding the movement and adjusts the computer-generated
scene
accordingly. The resulting sensation is one of looking
about in
the real world. When this visual experience is joined with
appropriate
sounds through accompanying headphones, the illusion is
heightened.
The world being perceived, however, is completely computer
designed
and managed.
The
worlds into which one steps through virtual reality are
limited
only by the imagination of the programmer. As Lewis
(1991) has noted, users might "travel to distant locations
and sense
that they are physically present at, say, the ruins of
Pompeii"
(p. 7). Trotter (1991) foresees
teachers
sending students on virtual field trips to locations
around the
world. Further refinements of the technology allow the
user to penetrate
even deeper into this artificial reality. Users can don a
special
DataGlove studded with electronic sensors that allow the
computer
to detect movement of the wearer. The computer processes
this movement
data and creates a graphic image of a hand within the
visual environment
that models the orientation and movement of the user's
hand. The
person wearing the glove may pick up and manipulate
virtual objects
within the virtual world. With data sensors attached, real
objects
may become a part of the virtual environment. There can
even be
a sensation of tactile feedback that results from contact.
Currently
under refinement is a complete DataSuit. Wearing this
apparel "allows
the user to plunge his entire body into the computer
space" (Fritz,
1991, p. 46).
CURRENT APPLICATIONS
While
clearly a technology in its infancy, practical
applications for
virtual reality are under active development by various
agencies
and in various disciplines. The range of these
applications illustrates
the enormous potential of this technology to address
highly varied
problems and needs.
Virtual
reality is used in planning radiation treatments for
cancer patients
at the University of North Carolina (Stewart,
1991). Using computerized scans of a patient's
anatomy viewed
through virtual reality, doctors are able to move proposed
beams
around by hand and position them so that they converge on
a tumor
most effectively. By combining ultrasound scanners with
head-mounted
display units, physicians will soon be able to "see
directly inside
of living tissue" (Robinette,
1991, p.
18). With half-silvered mirrors, the display will allow
the wearer
to see through to the real world, with images from
ultrasound data
optically superimposed onto the patient. Using this "x-ray
vision,"
an obstetrician "examining a pregnant woman could see the
woman,
feel the fetus kick beneath her hands, and see the
ultrasound image
of the fetus appearing to hang in space inside of her
belly" (p.
18).
Chemists
at the University of North Carolina are using virtual
reality to
visualize protein structures in three dimensions and, by
holding
a special joystick that provides force feedback, find ways
to design
new drugs that will dock perfectly with enzyme molecules
(Brooks,
1988; Stewart, 1991).
Virtual
reality is currently being used by architects to walk
through building
designs before any construction actually takes place (McCluskey,
1993). In real time, with the assistance of a
treadmill
and data sensors, the user walks through a
three-dimensional building
created in virtual reality. The viewer can evaluate design
features
from any chosen perspective (Southwest
Educational
Development Laboratory, 1990). McNally
(1994) has described the Virtus Walkthrough Pro version of
this
technology as "electronic modeling clay" (p. 1D). In
Japan, customers
can design a custom kitchen and use virtual reality to
view the
result. Wearing goggles and a glove, they can walk through
their
design and actually touch virtual appliances
(Peterson, 1992).
Often
among the first to take advantage of new technologies, the
military
has been involved for some time in investigating the use
of virtual
reality for personnel training and the design of new
weapon systems
(Rheingold, 1991). The
technology is
being applied to the design of tank simulators and flight
simulators
and aircraft design and repair (Lowenstein &
Barbee, 1990).
NASA
has designed a virtual reality system that creates the
illusion
of flying over a Martian landscape accurately created from
photographs
of the planet's surface (Peterson,
1992).
The Visualization for Planetary Exploration Project, also
designed
by NASA, employs virtual reality to allow users to explore
the solar
system (Ditlea, 1989). Current
efforts
are focusing on the use of virtual reality to prepare
astronauts
to live and work on orbiting space stations (Fritz, 1991)
and to
undertake construction and repair in a space environment
(Southwest
Educational Development Laboratory, 1990).
The
art world has discovered the potential of virtual reality
for visual
innovation. In fact, a virtual art museum has already been
built
(Delaney, 1993), and access to
artistic
endeavors is being developed for persons with disabilities
(Vanderheiden
& Mendenhall, 1993).
One
of the most practical and immediate applications for
virtual reality
is robotics. The use of simple hand movements in a
DataGlove can
control complex robotic equipment. Such systems are
presently being
used to handle hazardous material more safely. There is
significant
potential in the application of virtual reality and
robotics to
empower persons with severe physical disabilities (Van
der Loos, Michalowski, Hammel, Leifer, & Stassen,
1988).
OBSTACLES TO VIRTUAL REALITY
Realization
of the potential of virtual reality will require
overcoming a number
of obstacles. These obstacles are, in general, shared by
most emerging
technologies and include problems of cost, size, and
performance.
Currently,
a single sophisticated system (RB2, with Silicon Graphics
IRIS computers
by VPL) may cost up to a quarter of a million dollars (Fritz,
1991). Limited access to systems for research and
development
resulting from such high costs reduces the number and
range of potential
users. The exploration of applications for persons with
disabilities
has suffered.
The
size of virtual reality equipment is also a problem.
Properly equipped
for the full virtual reality experience, the wearer "looks
like
a mime in scuba gear" (Stewart,
1991,
p. 38). Virtual-worlds head and body gear are, in their
present
generation, restrictive, uncomfortable, and bulky.
Virtual
reality requires complex hardware and software, as well as
massive
memory space. While the accuracy and reliability of these
systems
is increasing, there continue to be system bugs. Some
users report
"disconcerting delays between head or hand movement and
the registration
of that movement on the screen" (Peterson, 1992,
p. 9). Holloway, Fuchs, and
Robinette
(1991) have identified low image quality on visual
displays, problems
with modeling complex scenes, and the lag between user
motion and
system response as important limitations in the current
status of
virtual reality.
Because
of these difficulties, the seemingly immense potential of
virtual
reality technology for special education has yet to be
realized
and researched. Although computer as well as
noncomputer-created
simulations have been studied as potentially powerful
learning tools,
this research has not been specifically directed toward
special
education learning needs, and the outcomes have been
inconclusive
(Bransford, Sherwood, Vye, &
Rieser, 1986;
Budoff, Thormann, & Gras,
1985;
Ellis & Sabornie, 1986; Margalit,
Weisel, & Shulman, 1987; Papert,
1980; Woodward &
Carnine, 1988).
Presumably, simulations using virtual reality will be
richer and
multidimensional compared to those previously researched,
so the
validity of directly generalizing the results of these
studies to
potential efficacy of virtual reality simulations is
questionable.
VIRTUAL REALITY AND SPECIAL EDUCATION
A
number of characteristics of virtual reality hold
potential to enhance
special educational effectiveness. In many cases, these
characteristics
reflect strategies that have been used in effective
teaching for
some time. Virtual reality simply provides a uniquely
powerful means
for employing them.
Virtual
reality offers what may be the perfect medium for manual
training
tasks. The learner can literally "superimpose his hand
over the
hand of an expert and follow along "(Fritz,
1991, p. 46). Throughout the experience the
learner receives
feedback visually, auditorially, and/or haptically. The
implications
for training persons with cognitive limitations in tasks
of daily
living and vocational skills are substantial.
Virtual
reality technology is enormously flexible. Virtual worlds
can be
designed to meet whatever specifications may be required
to address
the instructional needs of an individual. Virtual worlds
may be
constructed to include cues, prompts, reinforcers, and
feedback
delivered through visual, auditory, or even haptic
modalities. Integrated
multisensory supports for learning may be utilized. Fritz
(1991) imagines a beginning dancer wearing a DataSuit. As
she moves
with the music, she receives immediate feedback on her
performance
from the music itself. If the dancer gets out of step, the
music
becomes discordant, but appropriate movements result in
beautiful
music.
Long
a fundamental principle of effective special education,
maximum
realism in the learning environment is often difficult to
achieve.
This is particularly true if placing the learner in a
realistic
environment early in training would present danger,
failure, or
social stigmatization. Virtual reality offers a maximally
realistic
simulation within a safe environment. As Stewart
(1991) has observed, "Virtual worlds aren't pictures,
they're places.
You don't observe them, you experience them" (p. 38). The
learner
becomes a part of the virtual world. Teaching vocational
and social
skills to persons with cognitive limitations and to
individuals
with behavioral/emotional handicaps would be enhanced by
the capacity
to engage in early practice in these highly realistic
virtual worlds.
One
of the most promising and exciting applications for
virtual reality
is the use of robotics for persons with physical
disabilities (Van
der Loos et al., 1988). The DataGlove and other
remote sensory
input devices can be used to control robots that perform a
wide
range of tasks for persons unable to do so for themselves.
Current
studies are focusing on a variety of creative
applications. For
persons with physical disabilities, personal guidance
systems using
biosignaling or robotics in virtual environments have
yielded some
success (Knapp, 1993; Loomis,
Golledge, & Klatzky, 1993). "CAVE" systems
allow for
"surround-vision" projection and shared experiences that
allow two
or more people to experience being in the environment
simultaneously
while others observe them. One or more of the people
interacting
in the CAVE environment can have severe physical
disabilities (Browning,
Crus-Neira, Sandin, & DeFanti, 1993). One body
of research
has addressed possibilities for using virtual reality to
improve
human-computer interfaces for persons with severe physical
disabilities
(Johnson, 1993; Lasko-Harvill,
1993). Other studies have examined physiological
effects
of virtual reality, as well as its potential for creating
improved
disability access in real environments (Eberhart
& Kizakevich, 1993; Premo,
1993;
Putnam & Knapp, 1993; Tivona
& Young, 1993; Vanderheiden &
Mendenhall, 1993).
Beyond
the practical applications, some researchers have
speculated on
the power of virtual reality to offer physically disabled
persons
the sensation of movement. In a technology where the flick
of a
finger can be a command to fly, such experiences are
clearly available.
Chris Allis, a representative of Autodesk, Inc. who
demonstrates
virtual reality products, observes that the "experience of
flying
is something I know now. When I'm standing on a sidewalk
now, I
can visualize the ground dropping away below me" (Stewart,
1991, p. 40). Tivona and
Young
(1993) have developed a virtual reality environment in
which a person
with significant physical challenges can experience
archery and
hunting of live game. No other technology offers the
opportunity
to move into a world free of the constraints normally
present, and
within which one may experience sensations otherwise
physically
impossible. It is currently possible for persons in
different cities
to play virtual tennis, holding real rackets and striking
a shared
image of a virtual tennis ball. Because it is possible in
the world
of virtual reality to define one's own laws of physics,
the movement
of a finger or perhaps even the blink of an eye could
control the
racket. It is not difficult to imagine a person with a
physical
disability competing with an able-bodied challenger on
even ground
in the world of virtual reality. Where else could such an
event
take place?
Unique
to virtual reality is the ability to make abstract
concepts concrete.
Parameters that cannot normally be seen, such as radiation
beams
or sound frequencies, can be seen, heard, and even felt in
virtual
worlds. Persons with mental retardation experience their
greatest
difficulty in learning abstract concepts. The capacity of
virtual
reality to translate abstractions into concrete
experiences promises
to enhance training of this population. Games are being
tested that
attempt to teach conflict management to seriously
emotionally disturbed
and learning-disabled children by making abstract problems
available
in visual terms (Oliver & Rothman,
1993).
Other virtual learning environments have been designed to
assist
students with abstract concepts in the sciences (Nemire,
Burke, & Jacoby, 1993).
Virtual
training worlds may be designed to control extraneous
stimuli. Persons
with learning difficulties often experience problems with
managing
such stimuli. Using a scaffolding process, such persons
might initiate
training in highly simplified stimulus environments, and
as proficiency
increases move toward more complex settings. This
progression through
a series of environments, with progressively more stimuli
added,
would be most difficult under traditional training
circumstances
(Middleton, 1992).
Virtual
reality holds special promise for persons with sensory
impairments.
Schreier (1990) has speculated
that "this
technology could be used by visually impaired people to
learn orientation
and mobility or to explore a new environment without
leaving a room"
(p. 522), and that persons with visual impairments might
be able
to experience the environment of a book projected inside
headgear.
The information presented could even be physically
manipulable.
Studies
presently underway are examining mobility and
communication access.
Boonzaier (1993) has studied
audio signal-imaging
processes that provide mobility cues for the blind. Smythe
(1993) has networked virtual reality systems by using a
range of
interface systems between persons with disabilities and
others in
the United Kingdom, thereby improving telecommunications
access
for persons with sensory impairments as well as physical
disabilities.
Systems have already been developed that assist deaf-blind
persons
with robotic fingerspelling (Gilden
& Smallridge,
1993). Other studies are examining various
communication
systems for persons with sensory impairments (Bryant,
Eberhardt, Frederick, Gawal, & Turner, 1993;
Lenarcic,
1993; Newby, 1993; Roy,
Panayi, Harwin, & Fawcus, 1993).
The
potential applications for virtual reality to enhancement
of instructional
effectiveness are substantial. Woodward
(1992), in a federally funded project designed to predict
future
uses of technology, has identified virtual reality as a
potentially
powerful technology with particular promise in the field
of special
education. Woodward's report
points out
that although it will be a relatively short time until
this technology
reaches public education (the author projects between 5
and 10 years),
current research and development efforts involving virtual
reality
in education are inadequate for predicting its best
learning applications
in our schools. While there have been a few isolated
efforts to
develop practical applications appropriate for public
school environments
(Quesada, 1993) development of
virtual
reality has not yet occurred on any large scale in public
school
environments (Randall, 1992).
CONCLUSIONS
What
is "special" about special education? Over much of their
history,
special educators have struggled with this question and
its associated
implications. It is increasingly clear that, at least in
part, that
question is best answered by technology. The capacity and
willingness
of special educators to use technology to define powerful
and unique
ways for persons with disabilities to learn, communicate,
move,
play, and work is rapidly becoming an important element of
special
education. Inherent in the nature and purpose of special
education
is the active pursuit of promising alternative approaches
to normalizing
the lives of persons with disabilities. That pursuit must
be characterized
by a high level of professional assertiveness as potential
applications
for new technologies are explored.
Problems
of cost, availability, size, transportability, and
integration with
existing systems are present with every emerging
technology. The
extent to which these problems are overcome is typically a
product
of the ability of eventual end users to define viable
applications.
In the case of virtual reality, special educators have the
opportunity
very early in the life of this technology to recognize
potential
applications to their work with disabled persons. The
ability to
identify and articulate these clearly and to participate
in the
exploration of potential applications will determine, to a
large
extent, the degree to which virtual reality becomes an
actual reality
in the lives of persons with disabilities.
As
"virtual reality seeks legitimacy in practical
applications" (Baily,
1990, p. 91), special educators should insist that the
potential
of this technology to serve the needs of persons with
disabilities
not be overlooked. Wright (1990) has described virtual
reality and
other cutting-edge technologies as being characterized by
"a wealth
of possibility and a dearth of direction" (p. 94). Special
education,
in striving to define possibilities for this new
technology, can
help give virtual reality a productive and useful
direction.
Contributors
David
A. Powers holds an EdD degree in special education from
the University
of Alabama. He is currently a professor in the Department
of Special
Education at East Carolina University in Greenville, North
Carolina.
His current research interests include assistive
technology, technology
applications in special education, teacher training in
special education,
and strategies for inclusion and integration of persons
with disabilities.
Melissa S. Darrow holds an EdD degree in special education
from
the University of Kansas. She is currently an assistant
professor
in the Department of Special Education at East Carolina
University
in Greenville, North Carolina. Her current research
interests include
curriculum needs of teachers working with persons with
severe to
profound cognitive impairments and applications of
assistive technology
for this population. (Address: Dr. David A. Powers, East
Carolina
University, Department of Special Education, Greenville,
NC 27858.)
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