John Bonnett
Pouring
New
Wine into an Old Discipline: Using
3D to Teach and Represent the Past
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Historians
today operate in a communication environment
that is evolving as never before. New platforms,
such as Augmented Reality, and new instruments
of representation, primarily 3D objects,
are emerging as constituents of computer-mediated
communication[1].
Economic
drivers, such as the formation of a consortium
in Japan last year devoted to furthering
the generation and distribution of 3D content
over the web, suggest that in 10 to 15
years more people in more domains will
be using computer-generated 3D environments
to
communicate[2].
For historians, this
development poses specific challenges. The profession cannot afford to
ignore 3D. To do so would be tantamount to dismissing the vernacular and
sticking to Latin. To do so would mean ignoring the medium's potential
to support new formalisms for interrogating and representing the past[3].
Instead, scholars in history
and in the humanities in general would do
well to construe the present as a period
analogous to that faced by the first Roman
scholars to appropriate the codex. As was
the case with their Roman predecessors, historians
today face the task of devising and testing
new conventions for representation, narration
and documentation to support their teaching
and research. Historians need to learn how
to explore data and tell stories with 3D.
They further need to discern how 3D objects
and environments can be used to support students' construction
and understanding of the past. To meet these
challenges, scholars will need to expand
their focus from problem-oriented research
to include practice-oriented research. The
purpose of this paper if to offer the 3D
Virtual Buildings Project as a case study,
one indicating how such a research agenda
might be expressed and realized[4].
The 3D Virtual Buildings is
the product of a partnership between the National
Research Council of Canada, Industry
Canada, and the University of Ottawa.
Its purpose is two-fold. Formed in 1998,
its purpose is to provide students with the
skills needed to generate models of historic
settlements using 3D modeling software. Its
more fundamental purpose, however, is to
help participants realize an important concept:
that historical models must be distinguished
from the objects they purport to represent.
Using photographs and fire insurance maps,
students through the project tutorial are
afforded the opportunity to reconstruct the
model shown in Figure
1, the building of James Hope, an Ottawa
stationer in the 19th century.
They are also afforded the opportunity to
literally see a number of the problems that
historians encounter while attempting to
reconstruct the past. In this scenario, construction
of a 3D artefact provides students with the
basis to recognize and express the proper
relationship between model and historic object.
In this scenario, students are afforded the
opportunity to learn this important concept
via a representation other than print. The
central premise of the project is that student-learning
outcomes can be enhanced if a concept or
content is communicated through more than
one channel of expression, in our case via
text and 3D object[5].
In the project tutorial, the
project seeks to communicate three specific
lessons about the historian's craft. Lesson
one is that evidence is subject to misinterpretation. A
naïve reader of the fire insurance map shown
in Figure
2 would conclude that the structure shown
here was 50 feet high. In fact, the map's
cartographers followed a different convention,
listing only the height of a structure's
vertical walls. If a structure contained
a sloped roof over and above the walls, that
section's contribution to building height
was ignored. Why is this important? Students
learn that their interpretation of a document
may not always match the original author's,
or cartographer's intent. Stated another
way, contemporary perception - or misperception - of
a document can create a divide between a
representation and the object it is supposed
to map.
A second lesson is that evidence
has gaps. In the case of the project's tutorial,
the "gap" is an absence of data regarding
the appearance of the wall shown in Figure
3 for the Hope building. To complete
the model, students must make an informed guess as to its probable appearance
based on a reading of the historic context, which in this case is the appearance
of neighbouring structures. Why is this important? It enables students
to realize that there is an element of uncertainty to the historian's craft,
uncertainty that can never be overcome. There will always be things that
historians do not know. Consequently, there will always be a distinction
between representation and referent.
The third lesson of the project
is that documents reveal more about the past when they are interpolated.
Using this insight, our students are able to calculate the height of the
Hope building. The fire insurance map on the left shows of Figura
4 indicates
the absolute height of neighbouring structures, but not the Hope building.
The photograph on the right indicates the relative height of all structures
of interest. By placing the two together, students are able to ascribe
an elevation point to the part of the Hope building indicated in Figure
4. Thereafter, using a little simple math, students are able to calculate
a serviceable approximation of building height, namely 46.82 feet. Hence,
through judicious combination of source material, students learn that a
closer mapping between model and referent can be obtained.
In 1999, 2000, and 2004, the
project conducted informal field tests in
classrooms at the high school and university
level.
Some positive, but limited, results were obtained. Some students were able
to generate very good models, such as the ones shown in Figure
5. A few
students indicated an understanding of the central concept we were trying
to communicate, namely that historical representations are mediated representations.
However, the project's field tests also revealed two important constraints
that hinder the widespread use of 3D in the history classroom.
One important constraint was
the complexity of the computer-aided drawing
(CAD) software we provided our students,
Nemetschek's VectorWorks. Many students
required two to four weeks of sustained effort
to master the software. And because of the
software's inherent difficulty, many students
were hindered in realizing the objective
we set for them.
A second constraint hindering
student performance was the interface of
our CAD package. It, like many 3D modelling
packages, is based on the supposition that
users have a highly developed spatial intelligence,
one capable of mentally visualizing and rotating
the 3D wire-frame abstractions users see
on their screen. In our experience, many
students do not have this ability. They can
perceive an object, say from the front, and
perform an operation on it. But once they
use the software to shift to a different
view of the object, say from the right, many
have a hard time interpreting what they see
on their screen. The software imposes a cognitive
load on students, one many are unable to
meet.
As a result of its field tests,
the project has reached three conclusions
on the future viability of 3D as an instrument
to support historical instruction. First,
due to the limited success we enjoyed with
some of our students, and findings in literature
devoted computer-supported learning environments,
project participants still believe the central
premise of the project is sound. Communication
via multiple modes of expression - in our
case via text and 3D model construction - can
heighten student learning outcomes, and the
development of critical thinking skills.
The problem was not the conception underlying
the project. The problem lay in its implementation.
Second, students in future
will require access to alternative methods
for generating and perceiving 3D objects.
They will also require more time to learn
and use 3D, if such objects are to be effectively
exploited to support learning. Viable programs
of instruction will require easy-to-learn
software governed by a multi-modal interface,
one that permits users to use voice, gesture
and other methods to generate and manipulate
their models[6].
Emerging media such as Augmented
Reality, a form of representation in which computer-generated objects are
integrated into a user's view of real space, may facilitate future students' perception
of content.
Third, future iterations of
this project and others will need to change
the media they employ to support course instruction,
particularly for 3D modelling. During our
various trials, our students did not enjoy
following printed course materials that were
hundreds of pages in length. In retrospect,
there is nothing surprising in this observation. Adults
do not like using lengthy software manuals.
Neither do teenagers. Future instruction
will need to rely on alternate media such
as streaming audio and video. To conclude, the purpose of
this paper has been to suggest that for
historians there are rich opportunities
to be garnered from using 3D objects and
environments, and that they must make every
opportunity to seize them. Put simply, aesthetics
has a bearing on epistemology. Our capacity
as scholars and students to perceive important
ideas and trends is often dependent on the
methods we use to represent data and evidence.
For historians to derive the latent benefit
of 3D, however, they will need to devise
a research agenda devoted to ensuring 3D
supports their aspirations as researchers
and teachers. Now is as good a time as any
to start.
Questo
articolo si cita: J. Bonnet, Pouring
New Wine into an Old Discipline: Using 3D
to Teach and Represent the Past, «Storicamente»,
1 (2005), http://www.storicamente.org/02_tecnostoria/strumenti/bonnet_eng.htm
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