puter graphics can be promoted from a role of illus-
trator to that of a motivator, moving from visual de-
piction of math and physics to being the reason they
should be studied. Furthermore to achieve this we be-
lieve that the pedagogical role of graphics should be
more implicit, in that applications written with a dif-
ferent and entertaining goal can be used to illustrate
and even teach underlying math and physics. In this
paper we present a proof-of-concept idea of a navi-
gable environment that may outwardly act as a game,
but is able to de-construct itself upon interaction.
2 RELATED WORK
The mathematics community has investigated using
visualization to teach mathematics: we refer to a sum-
mary by Gutierrez et al. (Gutierrez and Boero, 2006).
Many online visualizations that illustrate Math con-
cepts are available (Java applets (The Open Direc-
tory Project, 2011; CalcSee3D, 2011), tools to learn
calculus (Calculus.org, 2011; Paul Seeburger’s Dy-
namic Calculus Site, 2011), etc.). All of the above
use graphics as an illustration tool: in contrast, we
propose a more direct role of using graphics as the
reason to learn Math by showing how it is practically
used.
Relevant graphics research includes tools such as
JHAVE (Jhave, 2011) for algorithm visualization and
Mathpad (Jr. and Zeleznik, 2004) to create sketch-
based tools for mathematical simulations. The Graph-
ics Teaching Tool (Spalter and Tenneson, 2006) in-
vestigates teaching graphics to non-computer science
majors. Both use graphics more intimately as a teach-
ing tool in education. Also a popular approach in
using computer graphics for math and science learn-
ing has been to use virtual reality (Geitz, 1991; Tax´en
and Naeve, 2002; Kaufmann and Schmalstieg, 2003;
Moustakas et al., 2005; Kaufmann and Schmalstieg,
2006; Kaufmann and Meyer, 2008), all of which have
an explicit learning metaphor. In contrast we pro-
pose an application that makes learning more implicit.
Similar to using using computer games as implicit
learning tools (Games for Learning Institute, 2011),
we focus on motivating high school and college stu-
dents towards enjoying math.
3 OVERALL VISION
Our overall vision comprises a 3D virtual environ-
ment that allows two types of user interaction: ex-
ploration/navigation and inspection. Although the ex-
ploratory experience would greatly benefit from more
sophisticated interaction such as hand-held devices,
etc. we do not regard these technologies as being crit-
ical to the teaching power of the environment.
Exploration of the 3D environment is not geared
towards learning, and thus the “apparent” purpose of
the environment is different. The rationale for this
choice is to keep the user as interested as he/she would
be when interacting with a regular game, by minimiz-
ing any negative effects of it seeming like a learning
or pedagogical tool. Interesting possibilities include
a first-person or a maze-based game, simulation of
an existing physical environment or interactive explo-
ration of an “alternate” virtual universe. During such
navigation and exploration, the user may move or in-
spect objects to which the system responds by cre-
ating and augmenting to the virtual world 3D illustra-
tions that de-construct various visual effects related to
the objects. At any time the user may switch to other
explanations about the same object, select another ob-
ject or return to the original, “un-annotated” 3D en-
vironment. Thus we envision the entire user experi-
ence as similar to but more interactive than watching a
movie on DVD, where the actual movie is augmented
with “behind-the-scenes” footage detailing how cer-
tain scenes were created.
3.1 Intended Audience
We target three types of users for our system:
High-school Students. High-school students learn
the basic math and physics that likely persuade or dis-
suade them from future careers in science and tech-
nology. Typical users would be students enrolled in
required and advanced math and physics courses that
teach and apply linear algebra and calculus.
College Students. We target college students who are
interested in a major that uses math in a significant
way (e.g. STEM). We believe that such a system may
show such students more effectively about the “fun”
and practical use of the math that they learn in the
class, thereby steering them towards related careers
that are in high demand.
Teachers for all above Student Groups. For such a
system to be used in an academic environment, it must
be easily customizable by teachers to specific content.
3.2 Objectives
Ease of Environment Creation. As it is difficult
to create a single environment that illustrates a large
number of examples on diverse types of math and
physics, we envision that a customized environment
would need to be created by teachers. For the system
to be effective, this should be neither cumbersome nor
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