Human Computer Interaction Model based Virtual Whiteboard: A Review (original) (raw)
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Interactive Virtual Whiteboard for Collaboration Learning
2006
The purpose of this research is to develop an interactive virtual whiteboard for collaboration learning (IVWCL). This will allow learners in different places to do activities together through the Internet at the same time. Suppose students from different places are assigned to work on an assignment, they need a way to communicate with each other effectively. Although they can use Web boards or Chat systems as their communication tools, it is difficult for them to understand the details clearly by means of typing, which is different from illustration or drawing. The present problem of using illustration method over the Internet is that the discussed images or pictures have to be saved before everybody can see them. If one person draws a line to depict details, the other party have to login at the same time in order to see the drawing lines. Therefore, it is difficult for the ones who join the discussion and presentation at a later time to understand what details of presentation have been discussed and presented. This is because they will not be able to see the pictures and drawing lines in sequential order. Therefore, the IVWCL system must have the capacity of relaying drawings made by a party to others and saving each drawing stroke including pictures loaded in a central database which can be drawn and loaded afterward. In this way, if someone else joins the conversation later, they can follow the discussion by watching each line redrawn and images reloaded in orderly sequence as if they are in the beginning of the discussion. After they can catch up the discussion, they may give their opinion to the counterparts via the proposed system if they want to. The test was performed successfully allowing one teacher and two students, logging in from three different locations, to discuss about writing Dataflow Diagram of the Enrolled Registration System.
An architecture for pen-based interaction on electronic whiteboards
Proceedings of the working conference on Advanced visual interfaces - AVI '00, 2000
This paper describes the software architecture for our pen-based electronic whiteboard system, called Flatland. The design goal of Flatland is to support various activities on personal office whiteboards, while maintaining the outstanding ease of use and informal appearance of conventional whiteboards. The GUI framework of existing window systems is too complicated and heavy-weight to achieve this goal, and so we designed a new architecture that works as a kind of window system for penbased applications. Our architecture is characterized by its use of freeform strokes as the basic primitive for both input and output, flexible screen space segmentation, pluggable applications that can operate on each segment, and built-in history management mechanisms. This architecture is carefully designed to achieve simple, unified coding and high extensibility, which was essential to the iterative prototyping of the Flatland interface. While the current implementation is optimized for large office whiteboards, this architecture is useful for the implementation of a range of various pen-based systems.
Special features of Interactive Whiteboard software formotivating students
2011
approaches that require prior research and training in teachers. To meet the educational opportunities offered by the new digital classrooms, the integration of Information and Communication Technologies (ICT) has to be considered from a new interactive learning horizon. In Spain IWBs have early been adopted in classrooms, since 2005, but thanks to the 2.0 School National Program (2009), the implementation of ICT has been fostered by the central government. However, even though teachers may have an IWB in their classrooms, it does not mean that they use it for interactive teaching and advanced learning purposes. New software for digital boards has to be specifically created in order to benefit from this innovative learning tool. This paper presents practical examples of the IWB application in classroom teaching. It also shows the need to implement software to develop students' goals when using the IWB. The lack of specific software in IWB tools is an important barrier. The main interest lies in the learning opportunities it offers to children as a writing device, as a resource to correct exercises, as a means of interactions, etc. IWB current programs are rather linear in the sense that only a few of them allow students' interaction with their peers. Similarly, multimedia software has to be developed to get the most of the latest ICT, like the IWB. This only can be reached if authoring tools develop as far as to achieve programming instructions to run the possibilities of the IWB, such as handwriting recognition, strokes and shapes recognition, finger dragging or multi-student collaboration.
Developing E-learning Lectures using Interactive Whiteboard
2009
This paper presents the design and implementation of a domain-specific tool used to develop elearning content. This tool uses a low cost interactive whiteboard which created based on using a wii Remote video game controller. Our tool helps the instructor in explaining her lessons with less effort and high facilities. These facilities include: 1-Recognize/store hand-written text in real time 2-Recognize and store drawing objects that used in drawing basic charts, UML diagrams, flowcharts and so on. 3-Enable the instructor to do modification on the drawing object such as resizing / moving / rotating / copying or deleting. 4-Illustrate and trace the execution of a hand written pseudo code by converting it after recognition to C# code and then compile and trace the execution of it on the whiteboard. The benefit derived from the recognition of the instructor's lecture is to give him the facility to store it in digital format which can be easily shared with students. Another benefit is the ability to convert such saved file to SCORM format to be reused in constructing the E-Course for the considered subject.
Interactive Whiteboard for Collaborative Work-A Multi-agent based Solution
An Interactive Whiteboard (IWB) is a device that is a giant tactile and projection screen. It can be considered as one of the main elements for pedagogical innovation with information technology. IWB allows to transform the classical classroom environment into a working and learning interactive environment. This pedagogical tool is particularly pertinent in higher school especially in scientific teaching where it allows to better illustrate scientific approach thanks to the ability to record annotations in association with a time line. If the use of IWB seems to be natural in lecture, it can also be used in tutorial and practical class where collaborative work is particularly important. The collaborative ability is closely tied to the softwares used. Few software have functionalities aimed at facilitate collaborative work. This feature is the main issue of this article. To develop this ability, a multi-agent approach has been chosen. Multi-agent systems approach is one of the most interesting thanks to its intrinsic properties and features such as simplicity, flexibility, reliability, self-organization/emergent phenomena, low cost agent design and adaptation skills,... This paper presents the solution developed in order to make IWB able to communicate with each other.
Pen-based interaction techniques for organizing material on an electronic whiteboard
Proceedings of the 10th annual ACM symposium on User interface software and technology - UIST '97, 1997
This paper presents a scheme for extending an informal, penbased whiteboard system (the Tivoli application on the Xerox LiveBoard) to provide interaction techniques that enable groups of users in informal meetings to easily organize and rearrange material and to manage the space on the board. The techniques are based on the direct manipulation of boundaries and the implicit recognition of regions. The techniques include operations for shrinking and rearranging, structured borders that tessellate the board, freeform enclosures that can be split, fused, and linked, and collapsible annotations. Experience with using these techniques, the results of a user test, some design trade-offs and lessons, and future directions are discussed.
Design and Built Interactive Whiteboard Application as Learning Support Using Game Controlling
Learning in the classroom aims to build student knowledge or skill in a particular field of study. Learning itself is a process of interaction and communication with educators and learners learning resources in a learning environment. In the process of learning in the classroom between teachers with students certainly needed a media to convey the material of the board. In using these media markers are needed as a tool for writing, eraser board to remove and ink refill for ink on marker. Therefore, to solve problems in the form of learning media do not need to use white board markers, erasers and ink refills, it is proposed to be made of the interactive whiteboard, a large touch screen panel that can function as an ordinary whiteboard or a projector screen computer that can control the images in the computer by touching the surface of the panel without using mouse or keyboard. From research conducted by Steve Kennewel and Alex Morgan 2003, as much as 95% of the students and teachers that are observed in the UK states that interactive whiteboards can add value to learning, although 76% felt that the presence of the interactive whiteboard this would add to their preparation time, like to learn how to operate effectivel. Based on the problems in the areas of learning required and the use of interactive whiteboard technology Nintendo used to replace the function of the board in general, ie write and erase.
The interactive whiteboard: a literature survey
Technology, Pedagogy and Education, 2005
There has been an increasing awareness of the need to understand the match between technology and pedagogy in the development of interactive learning supported by the interactive whiteboard in schools in the United Kingdom. There is evidence that teachers are seeking some understanding of the research background and to this end a team from Keele University has been working on three aspects of interactive whiteboard usethe management of change as the technology is introduced, the learning processes as teachers become more fluent with the hardware and software, and the development of interactivity as a feature of enhanced pedagogy. There is comparatively little background or research literature available but the team have sought this out and offer an analysis of findings from a broad sweep of sources. These confirm that enhanced interactivity requires an understanding of the way in which both teachers and pupils gain from the use of the technology and demonstrate that there is a progression at all levels in learning to use the equipment and associated software to educational advantage. There has been a recent, and considerable, investment in the installation of interactive whiteboards (IWBs) in schools in the United Kingdom. In part this has been a response to government pressure for enhanced understanding and use of information and communications technology (ICT). This has been supported by the National Grid for Learning initiatives directed at achieving ICT competence and use for all teachers and pupils, and the allocation of targeted central government funds, known as 'Standards Fund' grants, in response to school bids for technological improvement. In part this is also a reflection of more widespread teacher understanding of the technology and the pedagogic value of interactive, rather than didactic, learning. Reflecting the heightened technological
The interactive whiteboard as a tool for teaching, learning and creating material
Universitas Tarraconensis. Revista de Ciències de l'Educació, 2012
The experiment was carried out at the Faculty of Education Sciences and Psychology (FCEP) of the Universitat Rovira i Virgili (URV). The students who took part were from the first year of the degrees in infant and primary education from the Sescelades Campus in Tarragona and the Terres de l'Ebre Campus in Tortosa.
An Overview of the Use of Interactive Whiteboards in Education
The purpose of this study is to FATIH project by considering the project components are of a situation analysis about the Interactive Whiteboard (IWB). The separation was made considerable amount of resources project reaches their goals will provide serious contributions to the education system. An important component of the project is the use of the IWB. Also in terms of the applicability of the project, actively involved in every stage of the process area, it is important that the opinions of FATIH trainer. In this study, the project of technical problems encountered in the effective use of the IWB, the IWB infrastructure works and suggestions for the success of the project. Research based on qualitative research methods and techniques. This study is descriptive research. This study served in Adana was conducted with FATIH project instructors. According to the findings of the board on the success of the project interactive would be useful to better levels of usage may be recommended, but also pay attention to some problems in this study.