pp. 41-48
DOI: 10.2312/conf/EG2012/education/041-048
Abstract:
Graphics is being used as an effective tool in visual communication, e.g.
Second Life, Google city scene and Microsoft scene reconstruction. It is
already changing social, cultural, commercial and educational environments.
3D representations complement text and 2D images because they provide a
depth perspective, enhancing user experience for understanding abstract and
complex concepts, as well as inducing the feeling of immersion. These
benefits have led to the adoption of 3D content in a game-like environment
for educational and other applications. While main stream multimedia
technology has started to revolutionize the way content is captured and
delivered to households (e.g., multimedia Television, 3DTV, for
entertainment), mobile multimedia content is anticipated to emerge in
parallel and be more and more pervasive in day-to-day life. Streamlined and
cutting edge graphical content with increasingly rich semantics will soon
be widely available on mobile devices. Keeping these emerging and fast
growing technologies in mind, this paper focuses on investigating the
constraints and benefits of handheld graphics in education, in particular
on supporting curriculum designers and teachers to deliver high quality
learning environment to users. We have implemented a handheld edutainment
prototype system, which has been used as a test-bed by a group of teachers.
From our evaluation we observe that while the education community can
benefit from mobile graphics on handheld in a number of aspects, there are
obvious constraints that prevent extension and immediate adoption of the
technology in adaptive edutainment. We anticipate that developers will be
able to design more effective student centric graphics edutainment learning
systems on handheld devices by utilizing our findings.
Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Distributed/Network Graphics- K.3.1 [Computing Milieux]: Computes and Education-Computer Uses in Education K.3.2 [Computers and Education]: Self-assessment