Virtual Environments for Learning:
A Special Issue of PRESENCE
J. Michael Moshell and William Winn, Editors
One of the original driving forces behind the invention of virtual
environments (and of simulation in general) was the vision of an ideal
tool for learning. Freed from the limitations of specific lab equipment,
locations and scales in time and space, a learner could explore the
solar system or an atom; live the life of a cell or an ecosystem.
As with many hoped-for applications of virtual environments (VE), the
road to achieving that vision is proving to be a long and difficult one.
Virtual Environments have unique properties that may enable the
achievement of hitherto un-meetable learning goals. Today's VE systems
also present substantial cost barriers and have have notorious side
effects which are serious obstacles to application. However, research is
underway to understand and overcome these obstacles.
The editors of PRESENCE wish to publish insightful articles about
serious studies of the problems associated with learning in virtual
environments. Of course, many activities from military and medical
training through elementary mathematics, are encompassed by "learning."
And many kinds of simulation systems other than classic head-mounted
displays are arguably providing "virtual environments". Priority will be
given to submissions which address some or all of these criteria:
* 1. Immersion: the system's displays should monopolize or dominate the
users' senses.
* 2. Personal Presence: the user has a representation ("avatar") in the
simulated environment. This representation is visible to the users and
can interact with elements of the simulation.
* 3. Learning: the actual learning is measured in some meaningful way
that provides insight into VE's potential. Innovative ways of
determining what people learn in virtual environments are particularly
encouraged. Studies of learning of all kinds, from the training of
specific manual tasks through abstract problem solving, are equally
welcome.
None of these are absolute criteria. Good papers about desktop VR,
avater-free systems and non-cognitive tasks will be welcomed.
Manuscripts should conform to the Instructions for Contributors in the
back of each issue of PRESENCE, and should be submitted to the address
listed therein, on or before 1 October 1997. The papers will be reviewed
and decisions announced by 1 February 1998.
The address for submissions is:
Nat Durlach, Managing Editor
PRESENCE
MIT, 77 Mass Ave, RM 36-709
Cambridge, MA 02139
The Instructions to Contributors can also be seen at