The Research and Development Plan for
Brian Slator
(vers. 2, Dec. 28,
1998)
(vers. 1, Oct. 9, 1998)
We propose to begin work on a virtual educational
environment (Curtis, 1992) that combines microeconomics with
Western history. We aim to provide an engaging context for
role-active immersive distance education and a platform to teach
business-oriented problem-solving in a learn-by-doing
pedagogical style (Duffy et al, 1983; Norman, 1988; Hill and
Slator, 1998).
In the long term we propose to implement a virtual
environment to simulate a 19th Century Western town. We will
populate this town with intelligent software agents to simulate
an economic environment representative of the times.
We propose to implement this as a spatially oriented virtual
environment, borrowing freely from historical records and, it is
hoped,
employing digital images from archives at the NDSU Institute for
Regional Studies, as well as other sources.
The educational "game" will be one where players join the
simulation and accept a role in the virtual environment. Rather
than everyone vying for a portion of the same economic market,
roles will be variable and specific. In the Northwestern
University SELL game (Slator and Chaput, 1986), for example,
every player "inherited" a storefront and then competed for a
share of the market in either bicycles or consumer
electronics, OR ANY COMBINATION THEY WISHED.
By contrast, in this simulation players will be SPECIFIC
purveyors of dry
goods, food stuffs, blacksmithing services, mortuary services,
saloons and gambling establishments, banks, barber shops,
apothecaries, messenger services, news stands, gunsmiths,
implement dealers, and so forth. Therefore, players will only
directly compete against other players with similar roles, or
with software agents in the same profession, but not be in
instant competition with every other player.
Background: Dollar Bay
The design and implementation of the foundational elements
of this new simulation will be leveraged to a large degree by
experience with the Dollar Bay game which is a
networked, multi-player, simulation-based, interactive
multi-media, educational game constructed in the pedagogical
domain of micro-economics, in particular retailing. The teaching
goals revolved around the strategic importance of "targeting"
specific customer groups in order to gain competitive advantage
in the virtual retail marketplace (like SELL; Hooker and Slator, 1986).
In Dollar Bay, players are able to do many of the things
real retailers do. Players buy advertising (on radio or in
newspapers), they order products from a variety of
distributors and they shop around for better prices and
volume discounts. They explore the city, checking the
competition and do market research looking for likely
customers. They review their accounts, hire and fire
staff, read the newspaper, "listen" to the radio, return slow
moving stock to the distributor, and change their prices. And at
any point they can stop and ask for help in various forms or
seek expert advice. They can even change their own
appearance.
Foreground: The Blackwood Project
The current proposal is for a virtual environment that
differs from Dollar Bay in several substantial ways. In addition to a
much more variable and comprehensive economic model, the
proposed project will concentrate on implementing a more
authentic cultural simulation. For example, the environment will
support period-authentic atmosphere in the form of
entertainments: the circus might come to town, the weekly train
will arrive from the east, a cattle drive will appear on the
scene, preachers and circuit judges and medicine shows will pass
through, and the occasional crime will be reported.
Crime solving will be a special event in the simulation
designed to engage players in logical puzzles and sharpen
deductive skills. These incidents will provide players with
logical reasoning exercises whose solutions will depend on both
logic and historical enculturation. For example, a player might
be deputized and called upon to deduce the culprit when a
storefront window has been broken: did children smash the
window, did a horse throw a shoe, did a wagon collide with the
store, or is there some other explanation?
By combining an economic simulation, where each player is
expected to compete for a slice of the retail pie, with an
authentic historical simulation, we hope to engage learners in
two aspects of role-based learning: microeconomic strategizing
as before, but combined with historical enculturation. To
support this melding, we plan to pursue a line of agent-based
research first undertaken in the NSF-supported Geology Explorer
Project (Saini-Eidukat, Schwert and Slator, 1998; Slator et al,
1998). This research explores knowledge engineering and
representation issues involved with designing and implementing
intelligent agents of the following types:
- "atmosphere" agents
- an agent that simply lends to the local
color. For example the Dollar Bay Retailing Game features a
street magician, a beat poet, a lost
child, a political activist, a street vendor, a beat cop, a
street sweeper, and door-to-door salesmen;
- "infrastructure" agents
- an agent who contributes in some way to
the gameplay: For example the Dollar Bay Retailing Game could
feature a banker, a librarian, a market analyst, a
wholesaler, an employee, a financial planner, a rental agent, a
moving company representative, or an advertising consultant;
- "tutorial" agents
- an agent that monitors player moves, and visits
players to give them advice in the form of expert stories and
cases, or in some other way assists players in learning to
play. These will represent expertise or past experiences of
other players as well as the rule-based tutors discussed above
- the Planet Oit simulation also has Deductive Tutors that
monitor players to make sure they have the proper equipment and
instruments to do the analyses the game requires, and also
provides hints if players are stuck or lost.
Long Term Potential
In the long term the design and implementation of the system
just described will be proposed to funding agencies such as the
National Endowment for the Humanities, the National Science
Foundation, and the US Department of Education. In the short
term, the need is for the development of a prototype system that
will demonstrate the plausibility of the proposal. This
prototyping will take two forms: the specification of software
"infrastructure" agents to enact the agent-based economic model,
and the implementation of a subset of these agents.
The project will be able to borrow heavily from two
principal sources. First, experience gained in implementing
previous simulations. This project will benefit from the
Dollar Bay game and will implement agent behavior that
depends on product definition (Slator and Farooque, 1998). The
work proposed here is to devise a new set of
products for shopping agents to purchase, and the design of a
new set of agents to support the historical authenticity and
atmosphere of the game.
The second source of borrowing will be the
World Wide Web Instructional Committee (WWWIC)
at North Dakota State University
which is a multi-disciplinary faculty group engaged in the
development of virtual/visual environments for science
education. This group has developed several applications and
tools (e.g. Jia, 1998) that will assist in the development of
this new environment. In addition, the WWWIC has garnered
considerable experience in developing systems of this sort, and
has a vested interest in seeing projects of this sort succeed,
and so can be counted on as a group to provide support, advise,
and expertise.
Bibliography
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Last modified: 29Dec98; 15Jan03
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