scholarly journals Using Interface Design with Low-Cost Interactive Whiteboard Technology to Enhance Learning for Children

Author(s):  
Chien-Yu Lin ◽  
Fong-Gong Wu ◽  
Te-Hsiung Chen ◽  
Yan-Jin Wu ◽  
Kenendy Huang ◽  
...  
2013 ◽  
Vol 336-338 ◽  
pp. 1574-1577
Author(s):  
Yang Hong Mao ◽  
Chui Xin Chen

This paper gives the system design diagram, and made a detailed explanation to its structure and the basic principle. System consists of hardware and software design, hardware part mainly includes S3C2410, Flash, SDRAM memory interface, the software includes the compilation and transplantation of Mplayer, the QTE graphical use interface design and transplant. At the same time, this paper also studies the key technologies of the system software, including Bootloader design, kernel cutting and root file system design. Finally, the actual effect of the system is given, implement the thought of VOD, achieve the design purpose of the system. The system can make the students online learning at any time, relieve the teaching difficulties effectively, the system combine embedded technology and streaming media technology, it has the advantages of small volume, convenient operation, low cost and good stability.


The aim of this study is to understand the effectiveness of Improvised Low-cost Wiimote Interactive Whiteboards (Iw-IWB) as educational technology learning tool for Teaching Chinese as Second Language (TCSL) for lower primary pupils in government schools in Malaysia settings. This study are to design and develop an improvised Wiimote IWBs and to identify how far the new innovation leaning tool, the improvised version of interactive whiteboards, could improve pupils’ achievement and their learning motivation in learning Chinese as a Second Language (TCSL). A total number of 46 lower primary pupils study in government schools have involved in this study. The participants were split into two groups (treatment and control). The treatment group used the new developed improvised low-cost Wiimote interactive whiteboards (IWBs) to teach and learn Chinese characters, while the control group used traditional pedagogy. In this study, researchers have design and develop the improvised version of interactive whiteboard and thereafter using pre-test and post-test to identify the effectiveness of the new developed learning tool to enhanced pupils achievement and learning motivation in learning TCSL. The outcomes of the study showed that there has no difference in the students’ achievement and level of motivation between the classes with and without the use of improvised low-cost Wiimote IWB. However, the students’ achievement did show significant improvement before and after the use of Wiimote interactive whiteboard. Implication, improvised low-cost Wiimote IWB is a low-cost alternative which has potential to replace the expensive interactive whiteboard that many schools and teachers could not afford.


Author(s):  
Mark Colley ◽  
Pascal Jansen ◽  
Enrico Rukzio ◽  
Jan Gugenheimer

Autonomous vehicles provide new input modalities to improve interaction with in-vehicle information systems. However, due to the road and driving conditions, the user input can be perturbed, resulting in reduced interaction quality. One challenge is assessing the vehicle motion effects on the interaction without an expensive high-fidelity simulator or a real vehicle. This work presents SwiVR-Car-Seat, a low-cost swivel seat to simulate vehicle motion using rotation. In an exploratory user study (N=18), participants sat in a virtual autonomous vehicle and performed interaction tasks using the input modalities touch, gesture, gaze, or speech. Results show that the simulation increased the perceived realism of vehicle motion in virtual reality and the feeling of presence. Task performance was not influenced uniformly across modalities; gesture and gaze were negatively affected while there was little impact on touch and speech. The findings can advise automotive user interface design to mitigate the adverse effects of vehicle motion on the interaction.


2013 ◽  
Vol 448-453 ◽  
pp. 2530-2534
Author(s):  
Mao Fa Gong ◽  
Yan Ping Su ◽  
Bin An

Taking into account the demands of multi-function meter with high reliability and low cost, a single-phase multi-function energy meter is designed based on the MSP430FE427. There is a multi-parameter measurement, multi-way communication and other functions for the MCU. Hardware circuit and software flow of the system are introduced. The current and voltage design, memory design and communication anti-interface design are described in detail in hardware circuit. Modular design scheme is adopted in the software design. Each module is relatively independent, so the program is easy to modify. It indicates that the energy measurement circuit owns high accuracy through analysis and comparison of test results.


2011 ◽  
Vol 267 ◽  
pp. 259-264 ◽  
Author(s):  
Chien Yu Lin ◽  
Ho Hsiu Lin ◽  
Yen Huai Jen ◽  
Li Chih Wang ◽  
Ling Wei Chang

This research focuses on designing low-cost aids in teaching materials, to help children with developmental disabilities. Using flash software and power point as interface design with the assistance of interactive device could also be developed teaching materials for children. When detected by a wii remote and infrared (IR emitter) device, corresponding information appears on a screen to increase the interaction of assistive technology aimed at children by adopting an enhanced learning process. There are two cases on this study, they are actually applied on children with developmental disabilities, and the overall equipment cost is approximately US$50.Case 1 is a child wearing hats with reflective stickers, a wii remote with an infrared emitter board in front. When we performed the initial probing of their interactive physical activity, the child was asked to wear hats with reflective stickers, while the teachers asked him to perform continual actions of standing and squatting. Sensors were set up next to the child so that when the child performed the movements, the movements would be sensed by the sensor. The signals were emitted to the computer, and then the corresponding synchronized screen would be displayed immediately. To put it simply, we used the cheap reflective stickers as a mouse, therefore we can design different teaching module courses. Case 2 is one kind of teaching materials for customer design, the participant is also a child with developmental disabilities.In this case, the research took the pictures of the subjects, then edited the images in flash through a mouse. The participating children wore the reflective stickers on their hands, when they moved their hands, their images on the screen would move accordingly as well. In this case, we dressed up the children differently, when the children saw that they were displayed on the screen, and the cursor movements were controlled by their limbs, they felt very happy. In this research, the devices relied upon user-center design, reducing the learning loading from their teaching materials and enhance their learning motivation and interest.


Author(s):  
Paul Coulton ◽  
Dan Burnett ◽  
Adrian Gradinar ◽  
David Gullick ◽  
Emma Murphy

Whilst no consensus yet exists on how the Internet of Things will be realised, a global infrastructure of networked physical objects that are readable, recognizable, locatable, addressable and controllable is undoubtedly a compelling vision. Although many implementations of the Internet of Things have presented these objects in a largely ambient sensing role, or providing some form of remote access/control, in this paper we consider the emerging convergence between games and the Internet of Things. This can be seen in a growing number of games that use objects as physical game pieces to enhance the players’ interaction with virtual games. These hybrid physical/digital objects present game designers with number of interesting challenges as they i) blur the boundaries between toys and games; ii) provide opportunities for freeform physical play outside the virtual game; and iii) create new requirements for interaction design, in that they utilise design techniques from both product design and computer interface design. Whilst in the past the manufacturing costs of such game objects would preclude their use within games from small independent games developers, the advent of low cost 3D printing and open software and hardware platforms, which are the enablers of the Internet of Things, means this is no longer the case. However, in order to maximise this opportunity game designers will need to develop new approaches to the design of their games and in this paper we highlight the design sensibilities required if they are to combine the digital and physical affordances within the design of such objects to produce good player experiences.


2021 ◽  
Author(s):  
Trinh Quang Duc

In this chapter, discussions about the applications based on LabVIEW with a typical open embedded system such as Arduino. Instead of the applications with use of National Instrument hardware, an user can build an low-cost microcontroller-based system which user interface and procedure designed in LabVIEW. Recently, Arduino-based applications are one of interested developments, the embedded system is designed with the low-cost microcontroller of ATMEGA2560 and easy to program with IDE (Interface Development Environment). However, the difficulties of Arduino-based applications are user interface design while LabVIEW is an excellent utilities for the panel designs. The limitation of some LabVIEW applications is the requirements from combination with high performance NI hardwares. Under interactions between LabVIEW and IDE library designed by Arduino, the low-cost system can be easily built for experiments or prototype designs.


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