gesture, and gaze patterns. This orientation to under-standing learning
in situ
has led researchers to search fortools allowing for the capture of the complexity of real lifelearning situations, where multiple simultaneous “chan-nels” of interaction are potentially relevant to achieving adeeper understanding of learning behavior [2]. Uses of filmand audio-video recordings have been essential in allowingfor the repeated and detailed analyses that researchers haveused to develop new insights about learning and culturalpractices [14], [15]. In research labs throughout departmentsof psychology, education, sociology, linguistics, commu-nication, (cultural) anthropology, and human-computer in-teraction, researchers work individually or in small colla- borative teams—often across disciplines—for the distinctiveinsights that can be brought to the interpretation andexplanation of human activities using video analysis. Yet,there has been relatively little study of how distributedgroups make digital video analysis into a collaborativeenterprise, nor have there been tools available that effec-tively structure and harvest collective insights.We are inspired by the remarkable possibilities forestablishing ”video collaboratories” for research and foreducational purposes [7], [16]. In research-oriented videocollaboratories, scientists will work together to share videodata sets, metadata schemes, analysis tools, coding systems,advice and other resources, and build video analysestogether, in order to advance the collective understandingof the behaviors represented in digital video data. Virtualrepositories with video files and associated metadata will bestored and accessed across many thousands of federatedcomputer servers. A large variety of types of interactionsare increasingly captured in video data, with importantcontexts including K-20 learning—as in ratio and propor-tion in middle school mathematics or college reasoningabout mechanics, parent-child or peer-peer situations ininformal learning, surgery and hospital emergency roomsand medical education, aircraft cockpits or other life-criticalcontrol centers, focus group meetings or corporate work-groups, deaf sign language communications, and uses of various products in their everyday environments to helpguide new design (including cars, computers, cellphones,household appliances, medical devices), and so on. Corre-sponding opportunities exist for developing education-centered video collaboratories for the purposes of technol-ogy-enhanced learning and teaching activities that buildknowledge exploiting the fertile properties we have men-tioned of audio-video media. It is our belief that enablingscientific and educational communities to develop flexibleand sustained interactions around video analysis andinterpretation will help accelerate advances across a rangeof disciplines, as the development of their collectiveintelligence is facilitated.We recognize how this vision of widespread digitalvideo collaboratories used throughout communities forresearch and for education presents numerous challenges.The process of elucidating and addressing these challengescan be aided considerably by exploring emerging efforts tosupport collaborative video practices. In this paper, wedescribe the features of a particular digital video collabora-tory known as DIVER. Using the large volume of data thatwe have collected from DIVER users, we are able todescribe the substantial challenges associated with estab-lishing collaboration around digital video using examplesfrom real-world research and educational practices. Thisdata set also permits us to extrapolate future collaborationpossibilities and the new challenges they create. We end bypresenting dimensions for organizing our vision of digitalvideo collaboraties that we hope will provide entry pointsfor researchers and designers to engage in its furtherrealization.
2 D
IVER
: D
IGITAL
I
NTERACTIVE
V
IDEO
E
XPLORATION AND
R
EFLECTION
2.1 The Need for Supporting Video Conversations
We can distinguish three genres of video in collaboration.The first is
videoconferencing
, which establishes synchronousvirtual presence (ranging from Skype/iChat video onpersonal computers to dedicated room-based videoconfer-encing systems such as HP’s Halo)—where video is themedium, as collaboration occurs via video. The second is
video cocreation
(e.g., Kaltura, Mediasilo)—where video isthe objective, and the collaboration is about making video.The third is
video conversations
—where video is the content,and the collaboration is about the video. We feel that videoconversations are a vital video genre for learning andeducation because conversational contributions about vi-deos often carry content as or more important than thevideos themselves—the range of interpretations and con-nections made by different people, which provides newpoints of view [8], [9] and generates important conceptualdiversity [17]. For decades, video has been broadcast-centric—consider TV, K-12 education or corporate trainingfilms, and e-learning video. But with the growth of virtualteams, we need a multimediated collaboration infrastruc-ture for sharing meaning and iterative knowledge buildingacross multiple cultures and perspectives. We need a videoinfrastructure that is more interaction-centric—for people tocommunicate deeply, precisely, and cumulatively about thevideo content.In our vision of video collaboratories, effectivelysupporting video conversations requires more than thecapabilities of videoconferencing and net meetings. Onerequirement concerns a method for pointing to andannotating parts of videos—analogous to footnoting fortext—where the scope of what one is referring to can bemade readily apparent. We are beginning to see thiscapability emerge with interactive digital video applica-tions online. In June 2008, YouTube enabled users to marka spotlight region and create a pop-up annotation with astart and end time in the video stream. Flash note overlayson top of video streams are also provided in the popular Japanese site Nico Nico Douga, launched in December2006, where users can post a chat message at a specificmoment in the video and other chat messages other usershave entered at that time point in the video stream togetheracross the video as it plays. Similar capabilities of “deeptagging” of video were illustrated in the past few years byBubblePly, Click.tv, Eyespot, Gotoit, Jumpcut, Motionbox,
2 IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, VOL. 1, NO. 4, OCTOBER-DECEMBER 2008
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