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AmbiLearn

AmbiLearn. Jennifer Hyndman, B.Sc. (Hons.) Supervisors: Dr. Tom Lunney, Prof. Paul Mc Kevitt School of Computing and Intelligent systems Faculty of Computing and Engineering University of Ulster, Magee. Ambient Intelligent Multimodal Learning Environment for Children

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AmbiLearn

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  1. AmbiLearn Jennifer Hyndman, B.Sc. (Hons.) Supervisors: Dr. Tom Lunney, Prof. Paul Mc Kevitt School of Computing and Intelligent systems Faculty of Computing and Engineering University of Ulster, Magee. Ambient Intelligent Multimodal Learning Environment for Children Confirmation VivaJune 2009

  2. Overview • Research Objectives • Literature Review • Research Motivation • Project Proposal Evaluation and testing Software Analysis & Prospective Tools • Relation to other work • Potential Contributions • Research Plan • Thesis Outline • Publications • Conclusion

  3. Research Objectives • Investigate potential of an educational game integrated with virtual learning environment • Positive impact on children at a primary level • Means to merge multiple modalities • Mobile Devices e.g. Smart Phones (Nokia) /Personal Digital Assistant (PDA) • Interface Design /Usability • Role of serious games • AmbiLearn / TreasureLearn Educational game e.g. Treasure hunt / puzzels • Test and evaluate AmbiLearn/TreasureLearn • Demonstrate educational potential

  4. Literature Review • Multimodal Interfaces • Natural communication methods • Bolt’s Media room (Bolt, 1980) • SmartKom (Wahlster et al. 2001) • Mobile interfaces • Speech and pen • Complementary modalities (Cohen, 1992) • Multimodal interfaces for Children • Collaborative environments • KidsRoom (Bobick et al. 1998) • TICLE (Scarlatos, 2002)

  5. Embodied Agents • Persona Effect (Lester et al. 1997) • Gandalf (Thorisson, 1997) • Speech, gaze, facial expressions, gestures and projected screen • Steve (Johnson et al. 1997) • Speech, gaze, gesture, demonstration • Hans Christian Anderson (Corradini et al. 2005) • Speech, gesture

  6. Learning Environments • Technology enhanced learning • M-learning, e-learning, web-based learning • Games in education • Pedagogical features • Feedback/Motivation (Rosas et al. 2003) • Augmented reality • Enhancing real world experiences • ReadIt (Weevers et al. 2004) • Virtual reality • Rich sensory experience • Submerge into learning context (Crumpton et al. 1997)

  7. Virtual learning environments • Information – anytime/anywhere • Unclear pedagogical effects (Dillenbourg, 2002) • Monitor and assess • Human Computer Interaction • Child computer interaction (ChiCi group, 2007) • Child centred design • Interaction styles (Strommen et al. 1996) • Dexterity/speech/reading/background/interaction (Bruckman et al. 2007)

  8. Research Motivation

  9. Project Proposal • Multimodal communication • collaborative learning • mobile handheld device • AmbiLearn architecture • Multimodal mobile system • Ubiquitous learning environment • TreasureLearn application • Treasure hunt / puzzles • Designed for children • Collaborative learning / problem solving

  10. Architecture of AmbiLearn

  11. TreasureLearn Activity

  12. Evaluation/Testing of AmbiLearn/TreasureLearn • Pre-test / Post-test • Fun Toolkit (Read & MacFarlane, 2006)

  13. Software Analysis & Prospective Tools • Spoken dialogue systems • WebSphere Voice Toolkit (IBM, 2009) • Microsoft Speech (Microsoft, 2008) • Embodied Agents • X-Face (Balci, 2004) • COLLAGEN (Cassell, 2001) • Development kits • Java ME – mobile handheld devices • DevKit Pro – Nintendo homebrew • Apple SDK – iPod/iTouch/iPhone

  14. Relation to other work

  15. Potential Contributions • Improve upon existing multimodal learning environments • Supporting collaborative learning indirectly through the use of game • Provide user logging module – future analysis • Contribute to knowledge • Multimodal mobile games in education • Multimodal interfaces on mobile devices • Collaborative learning with mobile devices • Advance the area in terms of providing a flexible and rich learning experience for children

  16. Research Plan

  17. Thesis Outline 0. Abstract / Acknowledgements / Declaration Chapter 1. Introduction Chapter 2. Literature Review Chapter 3. Ambient Intelligent Multimodal Learning Environment for Children Chapter 4. AmbiLearn and TreasureLearn Implementation Chapter 5. Evaluation of AmbiLearn and TreasureLearn Chapter 6. Conclusion Appendices / References

  18. Publications • Hyndman, J., Lunney, T. And Mc Kevitt, P. (2009) AmbiLearn: Ambient Intelligent Multimodal Learning Environment for Children. In: Proceedings of the 10th Annual PostGraduate Symposium on The Convergence of Telecommunications, Networking & Broadcasting, PGNet, Liverpool, 22nd – 23rd June. Liverpool UK : Liverpool John Moores University. 277 -282.

  19. Conclusion • Focus on multimodal learning environments • Mobile Multimodal interfaces • Serious games • Design and develop AmbiLearn architecture /TreasureLearn architecture • Demonstrate and test educational potential • AmbiLearn and TreasureLearn • Evaluate AmbiLearn/TreasureLearn • Improve upon existing multimodal learning environments • Supporting collaborative learning indirectly through the use of game • Provide user logging module – future analysis

  20. I never try to teach my students anything, I only try to create an environment in which they can learn. – Albert Einstein Thank you! Questions?

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