Media Review: VPlace

VPlace allows learners and teachers a variety of ways to be embodied in its virtual places of learning.

Luke Meeken - March 28, 2021

Considering its chaotic and rushed origins, the VPlace platform, a product of an ongoing collaborative initiative between NEA and NSF-funded educational researchers, provides an ambitious, and often weird, solution to remote learning's most persistent challenges.

It's been a truly eventful few months! The outcome of the 2020 election apparently served as a referendum on the prior administration's catastrophic mishandling of the pandemic response, inducing striking bipartisan mobilization at the end of last year, even before the new administration seized power.

Emboldened progressives, nervous centrists, and terrified conservatives authorized a massive reapportioning of funds from the overstuffed U.S. military budget to the FCC, NEA, and NSF to develop a comprehensive nation-wide solution to the myriad crises of material equity, emotional health, and quality of knowledge-sharing that the COVID-19 pandemic surfaced in the American educational system.

(Yes, it was a little silly to see Republicans, including the former President himself, save face by invoking the former President's own rhetoric that the country was "at war" with the virus (Smith, 2020) to insist this diversion of funds was not a diversion from the nation's military might, but simply to a fight on another front. But at least this time they rationalized themselves into addressing the material needs of the country rather than disappearing them.)

As students around the country approach an entire year learning under social distancing measures likely to be in place for yet another year (Devlin, 2020), massive infrastructural work has been underway. Google, left cowed by an administration (if not a President) with an aggressive trust-busting stance, has facilitated the massive expansion of its fiber and wireless networks countrywide, providing all American students with an Internet connection, a service recently reclassified as a utility by the newly-appointed FCC chair. (The Bureau of Indigenous Reparations, recently formed as a result of the "Pay the Rent" rider cannily included in the infrastructure legislation, ensures that the original Indigenous communities who peopled the lands where the new cables and antennae are being installed will receive ongoing compensation from their use. This is a precedent expected to extend to all public, and eventually private, non-Indigenous uses of American land in the future.)

All of this has set the stage for the media under scrutiny in this review: The VPlace initiative. In a shockingly brief amount of time, the government has mobilized (and used a combination of the Defense Production Act and judicious waving a large anti-trust stick to mobilize corporate giants Google, Amazon, and Microsoft) to create a nationwide "one-to-one" school district, providing every student with a hardware and software platform designed for effective learning during this indeterminate period of persistent remote learning. But what does this system offer? How does it hold up? What does it do that we weren't already doing with Zoom, Canvas, and Google Classroom?

The "Nationwide One-to-One" device inventively combines a variety of older and economical hardware standards, including integration of tablet and infrared camera technologies.

One example of the mutable learning environments instructors are able to create using the accessible toolsets built into VPlace. A variety of customizable common pre-sets for different kinds of conventional teaching spaces are provided, but teachers can also create their own bespoke and multi-purpose spaces, such as this one, with a central hub for class discussions and discrete student-modifiable areas for small-group work.

Virtual places of learning have historically been better known for their many pedagogical liabilities than their affordances, seen as an ersatz learning experience students make-do with when face-to-face learning isn't possible. Digital learning systems have lent themselves towards traditional, cognitively-focused, experientially-anemic modes of instruction and assessment (Black, 2010; Robin, 2008), for example making it easier to institute standardized tests in core subjects via computer than, say, put on a choral concert. Experiential weaknesses haven't just affected learning, but socialization. In SWOT analyses (Strength, Weakness, Opportunity, Threat ) of past e-learning platforms, the majority of the identified weaknesses were related to the (lack of) quality of social interaction (Schroeder et al., 2010). Without the real-world social and non-verbal sensory cues that facilitate social communication and learning in face-to-face learning, learners in virtual learning environments typically had less-satisfying and less-clear interactions, marked by misunderstandings and difficulties (Schroeder et al., 2010). Media theorist Sherry Turkle (2015) ha argued that, traditionally, digitally-mediated social interactions have tended to exclude the affective, embodied dimension of social interactions, resulting in reduced empathy and emotional literacy.

The developers of VPlace have seemingly sought to address each of these issues in their creation of this new platform. This author credits the involvement of the NEA in this move, as art educators have historically been among the most vocally critical of the experientally-anemic learning facilitated by traditional digital learning platforms (Akins et al., 2004; Baker et al., 2016). In the words of one art educator responded to Baker et al.'s (2016) study of educators’ perceptions of e-learning efficiently condenses these biases, concerns, and questions of how to best proceed: “Art[s] by their virtue are performative and rely on socially constructed learnings. I'm at a loss as to how this can be satisfactorily achieved in a fully online platform” (p. 37). The developers of VPlace appear to have taken concerns like these to heart, resulting in a platform that affords teachers and learners of all subjects, not just the arts, a form of digital learning the recognizes that the whole body, not just the bit from the neck upwards, engages in teaching and learning. Going further, VPlace recognizes that learning happens between bodies in the broadest sense-- between the material bodies of students and teachers, the material bodies of their artworks, and the material bodies that comprise and fill their places of learning.

By posting 3D videos and scans of their spaces and artifacts, museums and other cultural institutions can becomes sites for emplaced learning for students in VPlace.

VPlace specifically seems to address critiques of the lack of socioemotional learning historically afforded by digital learning platforms (Schroeder et al., 2010). The platform is designed to facilitate a variety of types of creative collaboration between students, recognizing that collaborative learning experiences can foster a sense of social connection and community in both virtual and physical learning environments, and arts-based collaborative pedagogies can be especially effective at generating a sense of community and social belonging (Perry & Edwards, 2016).

The infrared camera on the "Nationwide One-to-One" tablet, derived from Microsoft's Kinect technology, is able to read user gestures. This allows students and teachers to engage in embodied, non-verbal communication through their VPlace avatars.

In addition to facilitating different varieties of face-to-face communication, VPlace also allows students agency over creation and reconfiguration of the virtual places of learning, and can accommodate myriad media forms, from digitization of traditional media (the infrared camera on the "Nationwide One-to-One" tablet can even 3D scan sculptural work) to inclusion of "born digital" media formats like net art and software art through robust virtualization of platforms to run those works.

These design considerations can allow for ambitious creative collaborations, echoing the earlier work done by art educators like Jeanette Grenfell (2015) in Second Life. Students can not only share images of their projects, but bring artifacts "into" a shared VPlace, and even collaboratively design and build an exhibition space for the work.

Direct, face-to-face videoconferencing is also available in VPlace. By default, people's video feeds are adjoined to their avatars, but the frames can also be reconfigured in a more traditional "Zoom Brady Bunch" layout, or other arrangements.

VPlace also allows folks to present in a variety of ways, including virtual bodies of their own design that don't enforce a particular (ableist) conception of a "humanoid" body shape, or life video feeds of their physical faces. This flexibility actually gives VPlace an edge over physical spaces of learning when it comes to affording students agency over their bodily presentation, and allowing them to exert control over different valences of identity. In earlier, less technically sophisticated e-learning spaces, teachers have observed that social interactions such as critiques were less stressful and more productive for some students (Akins et al., 2004; Castro, 2014; Miiller & Smith, 2009). In 2009, using a rudimentary text- and image- based distance learning platform, Art Educators and Scholars Susan Miiler and Linda Smith noted that “students experienced freedom from face-to-face stress and were far more enthusiastic and forthcoming with their comments and constructive criticism” (p. 496). The plasticity of identity afforded by VPlace magnifies these communicative and social potentials, as well as creating accommodating spaces for neurodivergent, trans, and nonbinary learners and teachers.

VPlace's capacity for capturing embodied performances and for transforming spaces and bodies can be leveraged for role-playing in learning contexts. In addition to classroom learning, this role-playing can be leveraged to help students who are struggling socioemotionally. Pictured above is a therapeutic exercise, derived on VR therapy research at University College, London (Dayantis, 2016), wherein a person comforts a crying child, and then plays the role of the child while their comforting words and gestures are played back to them.

VPlace's design not only demonstrates an attention to the importance of the social in learning, but more broadly, it values the experiential components of learning. Moreso than textual systems like Google Classroom, Canvas, or Blackboard, which function as containers for discrete pieces of media, VPlace fosters, well, a sense of place. As noted above, students and teachers have a great deal of agency over the form their place of learning takes, and all participants maneuver a body which inhabits that place.

Also notable is that, thanks to participation of a variety of institutions that old stalwart of experiential learning, the field trip, is making a post-COVID comeback! Via live 360° camera feeds, extensive 3D scans, and other space-digitizing strategies, students can visit museums, galleries, and even the labs and studios of guest speakers.

The rich visual presence given to the places visited, the places inhabited, and the bodies enacted by the students elicit the "palpably human" experiential potentials of digital learning Beth Perry and Margaret Edwards (2016, p. 185) noted in student responses to specifically arts-focused learning in online courses.

In describing the learning spaces he was able to build in the now almost 20-year-old Second Life platform, Elif Ayiter (2008) found that he could "suit the needs of experiential learning by taking full advantage of the affordances of the virtual" (p. 51). VPlace takes experiences like these to heart, drawing from the decades of experimentation by art educators in distance learning environments to create a platform that facilitates embodied, social, and experientially-attentive remote learning for American students in all disciplines.

In the same way that Seymour Papert's views on STEM learning were radically changed by his choosing to "pop in" on a Kindergarten art class (Harel & Papert, 1991 ), clearly it seems like the developers of VPlace drew less from their silicon valley forbears and more from the kinds of learning customary to (pre-COVID) art rooms across the country.

VPlace certainly has its shortcomings. Interactions between bodies within the system are tricky to pull off, as is coordination between large motor movements through the space, controlled by the keyboard, and finer motor movements captured by the system's infrared camera. The system has a plasticity that helps it accommodate a variety of bodies (including colorblind-friendly filters, and a variety of button, stylus, gesture, and touchscreen modes of interaction), but is difficult to extend beyond the plasticity on offer, without investing in additional hardware like Microsoft's adaptive controller. Its virtualization of different computing platforms allows it to run a variety of educational, productive, and creative software tools. However, that technological solution doesn't address the thorny intellectual-property problems that plague the software industry, meaning that unless their districts shell out for expensive Office and Adobe suites, students will still have to use free ersatz software within the state-of-the-art VPlace framework.

By attending to the distinctive socio-material teaching needs and practices foregrounded by art educators, the VPlace project has developed digital learning platform that affords learning experiences unlike any before it.

It will be interesting to see the impact that the Nationwide One-to-One program and VPlace have on the United State's education system, in the long run. Once the COVID-19 vaccine is vetted, and the pandemic conditions are eased, this author is curious to see how these systems fold back into and transform classroom-based learning.

Coordinating between bodies in VPlace poses a challenge, as the infrared camera captures gestures, but everyone's bodies are still in their homes, facing their devices. However, performative pedagogies are possible.In this class, students have collaborated to expressively pantomime one of the abstract concepts elicited to the board in a previous exercise, drawing on the embodied learning games of Augusto Boal (2002).

References

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Ayiter, E. (2008). Integrative art education in a metaverse: ground<c>. Technoetic Arts: A Journal of Speculative Research, 6(1). 41-53.

Baker, W. J., Hunter, M. A., & Thomas, S. (2016). Arts education academics' perceptions of eLearning and teaching in Australian early childhood and primary ITE degrees. Australian Journal of Teacher Education (Online), 41(11), 31-43.

Black, J. B. (2010). An embodied/grounded cognition perspective on educational technology. In M. S. Khine & I. M. Saleh (Eds.), New science of learning: Cognition, computers and collaboration in education (pp. 45-52). Springer.

Boal, A. (2002). Games for actors and non-actors (2nd ed.).

Castro, J. C. (2014). Constructing, performing, and perceiving identity(ies) in the place of online art education. Journal of Cultural Research in Art Education (Online), 31, 32-54.

Dayantis, H. (2016, February 15). Virtual reality therapy could help people with depression. https://www.ucl.ac.uk/news/2016/feb/virtual-reality-therapy-could-help-people-depression

Devlin, H. (2020, April 14). Coronavirus distancing may need to continue until 2022, say experts. The Guardian. https://www.theguardian.com/world/2020/apr/14/coronavirus-distancing-continue-until-2022-lockdown-pandemic

Grenfell, J. (2015). The affordances of blended learning in a higher education flipped art classroom. European Conference on e-Learning (pp. 238-247). Academic Conferences International.

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Miiller, S., & Smith, L. (2009). Distance learning in the visual arts. Journal of Online Learning and Teaching, 5(3), 496 - 505.

Perry, B. & Edwards, M. (2016). Arts-based technologies create community in online courses. In G. Veletsianos (Ed.), Emergence and Innovation in Digital Learning: Foundations and Applications (pp. 179-198). AU Press.

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Smith, D. (2020, March 22). Trump talks himself up as 'wartime president' to lead America through a crisis. The Guardian. https://www.theguardian.com/us-news/2020/mar/22/trump-coronavirus-election-november-2020

Turkle, S. (2015, September 26). Stop googling. Let’s talk. The New York Times. http://www.nytimes.com/2015/09/27/opinion/sunday/stop-googling-lets-talk.html