Margaret Corbit
Cornell University
Network
Latest external collaboration on country level. Dive into details by clicking on the dots.
Publication
Featured researches published by Margaret Corbit.
Presence: Teleoperators & Virtual Environments | 2002
Margaret Corbit
As a focus of its exploration of desktop 3-D environments for science outreach, the Cornell Theory Center (CTC), Cornell Universitys high-performance computing center, has been exploring the use of the Active Worlds client/server technology for implementation of a 3-D multiuser virtual science museum, SciCentr, that incorporates interactive simulation-based exhibits. We present here early lessons in accommodating the needs of several interconnected user groups as we move forward with establishing the SciCentr community within the greater educational community of Active Worlds Educational Universe (AWEDU) and the Contact Consortiums VLearn3D initiative. We learned that we must provide the user communities with both social and spatial frameworks within which to work and play. Social support ranges from one-on-one, over-the-shoulder help, to guidance and training within the environment, to coordination of inworld activities and inperson pizza parties. Spatial design requirements depend on the activities of the user group and benefit from study of real and virtual world examples. Our experience to date with a pilot group of teenaged participants is encouraging, and we believe that this medium has potential as a resource for constructivist informal science and technology education.
collaborative virtual environments | 2000
Margaret Corbit; Bonnie Jean DeVarco
In this paper, we present and compare two examples of the use of the Active Worlds client/server technology for implementation of 3D multi-user virtual science museums: SciCentr, developed as a standalone environment at the Cornell Theory Center, Cornell Universitys high-performance computing center, and Biolearn, a virtual visitors center for the proposed LifeLearn Bioregional Learning Center on the Northern California Coast. SciCenter focuses on interactive exhibits analogous to those of a traditional hands-on science center, but presented solely within the virtual space. In contrast, BioLearn is designed to provide a globally accessible interactive tour of the seaside museum and preserve by offering web-based information about the bioregion in a dynamic, natural 3D setting.
acm conference on hypertext | 2009
Devan Rosen; Margaret Corbit
Multi-user virtual environments (MUVEs) allow users to navigate and explore the environment as well as interact with other users. The interaction within these environments is often text-based using Internet relay chat (IRC) and related systems. IRC poses a difficulty for researchers looking to analyze and interpret the communicative interaction since data is stored in the form of chatlogs. The current research proposes and applies methodological procedures for the representation and analysis of interaction in MUVEs as social networks. A case study on SciCentr programs from Cornell University is used to elaborate methods and related findings.
workshops on enabling technologies infrastracture for collaborative enterprises | 2001
Christopher A. Maher; Margaret Corbit
At the Cornell Theory Center (CTC), Cornell Universitys high-performance computing and interdisciplinary research center, we have implemented a 3D multi-user virtual science museum, SciCentr. SciCentr is a virtual world based on Active Worlds client/server technology. Virtual worlds captivate users through touch (keyboard interaction), sound and sight. These virtual environments can be applied to formal and informal science education in areas such as genetics, as well as to language learning and social studies. We present a case study of our experience and attempt to identify some of the advantages of using this technology, design features of our implementation, and experiences we have had in managing the social interaction among educational users. More specifically, we discuss pilot user experiences focused on crop genetics in SciCentrs Plant Breeding Beds and on the related SciFair exhibits, both examples of collaborative experiences in our virtual worlds.
Journal of Network and Computer Applications | 2002
Christopher A. Maher; Margaret Corbit
A team of developers at the Cornell Theory Center (CTC), Cornell Universitys high-performance computing and interdisciplinary research center, has implemented a 3D multi-user virtual science museum, SciCentr. SciCentr is a virtual world based on Active Worlds client/server technology. Related to gaming technology, and thus attractive to youth, virtual environments can be applied to formal and informal science education in areas such as genetics, as well as to language learning and social studies. In this paper, we review the current state of our understanding of the impact of this technology on informal science learning. We attempt to identify some of the advantages of using this technology, design features of our implementation, and ideas for managing the social interaction among educational users. More specifically, we will discuss pilot user experiences focused on crop genetics in SciCentrs Plant Breeding Beds and on the related SciFair exhibits, both examples of collaborative experiences in our virtual worlds. Finally, we describe the next stage in interactive interface development for our Gene Bot feature.
Archive | 2011
Margaret Corbit; Jennifer Wofford; Suzanne Kolodziej
The medium of multi-user virtual worlds is associated with many acronyms: from MUVE to MMORPG. The term MUVE (multi user virtual environment) tends to occur more in research papers exploring the potential for the medium to impact learning and is often used by computer scientists developing their own environments for this purpose (Dede, Ketelhut, and Ruess, 2004; Barab et al., 2000). Virtual Worlds is the term that has taken on popular meaning, and is used most by the media, commercial service providers, and the public. This is a sign of broader acceptance and the merging of the medium into the mainstream. Regardless of the name, all of these environments are digital and networked. This discussion will use the term virtual worlds, defined as online 3D multi-user, avatar-based systems that support creation of user-generated content. In such systems, data is shared among computers as users interact with and design in the environment. Some of these systems log records of users’ activities, offering a new dimension for assessment. Commercial game developers are expert at accessing this information, analyzing it on the fly, and using the results to support the learning player. However, educators using the medium for creative, project-based learning currently have more limited access to the data and less clearly defined expected outcomes, inhibiting their assessment of students’ work. The assessment methods outlined below therefore include suggestions for ways to make artifacts of learning in MUVEs more easily accessible to classroom teachers.
Journal of Ecology | 1999
Margaret Corbit; P. L. Marks; Sana Gardescu
workshops on enabling technologies: infrastracture for collaborative enterprises | 2000
Margaret Corbit
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education | 2008
Jan Mahar; Margaret Corbit; Jennifer Wofford
International Journal of Gaming and Computer-mediated Simulations | 2009
Catherine Norton-Barker; Margaret Corbit; Richard Bernstein; Ebonie Greene