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Article
Publication date: 31 December 2007

Markus Ketterl, Robert Mertens and Oliver Vornberger

The purpose of this paper is to is to describe vector graphics for web lectures, focusing on the experiences with Adobe Flash 9 and SVG.

Abstract

Purpose

The purpose of this paper is to is to describe vector graphics for web lectures, focusing on the experiences with Adobe Flash 9 and SVG.

Design/methodology/approach

The paper presents experiences made during the development and everyday use of two versions of the lecture‐recording system virtPresenter. The first of these versions is based on SVG, while the second is based on Adobe Flex2 (Flash 9) technology. The paper points out the advantages vector graphics can bring for web lectures and briefly presents a hypermedia navigation interface for web lectures that is based on SVG. The paper also compares the formats Flash and SVG and concludes with describing changes in workflows for administrators and users that have become possible with Flash.

Findings

Vector graphics are an ideal content format for slide‐based lecture recordings. File sizes can be kept small and graphics can be displayed in superior quality. Information about text and slide objects is stored symbolically, which allows texts to be searched and objects on slides to be used interactively, for example, for navigation purposes. The use of vector graphics for web lectures is, however, a trend that has begun only recently. A major reason for this is that multiple media formats have to be combined in order to replay video and slides.

Originality/value

The paper offers in insight into vector graphics as an ideal content format for slide‐based lecture recordings.

Details

Interactive Technology and Smart Education, vol. 4 no. 4
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 1 February 2007

Robert Mertens, Markus Ketterl and Oliver Vornberger

Lecture recordings can be a powerful addition to traditional lectures and they can even serve as a main content source in a number of didactic scenarios. If users can quickly…

Abstract

Lecture recordings can be a powerful addition to traditional lectures and they can even serve as a main content source in a number of didactic scenarios. If users can quickly locate relevant passages in a recording, the recording combines the ease of search that comes with electronic text based media with the authenticity and wealth of information that is delivered in a live lecture. Locating relevant passages in a time based media such as a recorded lecture is, however, not as easy as searching an electronic text document. This article presents the virtPresenter lecture recording system that tackles navigation in web lectures with a hypermedia navigation concept that is improved with interactive content overviews. Apart from navigation in web lectures the article also addresses didactic scenarios for web lectures and issues related to the workflow of recording lectures.

Details

Interactive Technology and Smart Education, vol. 4 no. 1
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 14 May 2009

Markus Ketterl, Robert Mertens and Oliver Vornberger

At many universities, web lectures have become an integral part of the e‐learning portfolio over the last few years. While many aspects of the technology involved, like automatic…

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Abstract

Purpose

At many universities, web lectures have become an integral part of the e‐learning portfolio over the last few years. While many aspects of the technology involved, like automatic recording techniques or innovative interfaces for replay, have evolved at a rapid pace, web lecturing has remained independent of other important developments such as Web 2.0. The aim of this paper is to exemplify and discuss the benefits web lecturing can gain from a Web 2.0 perspective.

Design/methodology/approach

The paper describes an implementation of three Web 2.0 features for the virtPresenter web lecture interface. These are time‐based social footprints, a mechanism for linking to user created bookmarks in a web lecture from external Web 2.0 applications and a special web lecture player that enables users to embed their own web lecture bookmarks in wikis or blogs.

Findings

The paper shows how conceptual and technical obstacles in bringing Web 2.0 features like social footprints to web lectures can be overcome. It also makes evident that linking web lectures in Web 2.0 systems require special adaptations due to the time‐based nature of web lectures. The technical discussion shows that many Web 2.0 features require feedback channels in order to communicate information back to servers (e.g. to understand how the content is used) and that most contemporary media players have to be modified in order to support feedback channels.

Practical implications

The paper shows that web lectures can benefit from Web 2.0 ideas and presents examples how Web 2.0 and web lectures can be brought together.

Originality/value

Web 2.0 is a popular trend that transforms the way in which the internet is used. This paper shows how web lectures can be enriched with Web 2.0 features and how they can be integrated with Web 2.0 systems by discussing three implementation examples.

Details

Interactive Technology and Smart Education, vol. 6 no. 2
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 22 November 2011

Markus Ketterl, Robert Mertens, Christoph Wiesen and Oliver Vornberger

The purpose of this paper is to present a user interface for web lectures for engaging with other users while working with video based learning content. The application allows its…

Abstract

Purpose

The purpose of this paper is to present a user interface for web lectures for engaging with other users while working with video based learning content. The application allows its users to ask questions about the content and to get answers from those users that currently online are more familiar with it. The filtering is based on the evaluation of past user interaction data in time‐based media.

Design/methodology/approach

The work is implemented as a prototype application in the context of the Opencast Matterhorn project – an open source based project for producing, managing and distributing academic video content. The application compares users viewing behavior and allows communication with others that are good candidates to answer questions.

Findings

Different filtering approaches for identifying suitable candidates are being discussed that foster past interactions in time‐based media.

Practical implications

The paper shows that web lectures can benefit from user awareness ideas and presents examples of how learners can benefit from the knowledge of other users who are working with the same video based content.

Originality/value

User awareness has become an important feature in today's Web 2.0 experience. The paper discusses different user awareness models and explains how they can be adapted to time‐based video content. The presented work is available as a plug‐in for the Opencast Matterhorn project.

Details

Interactive Technology and Smart Education, vol. 8 no. 4
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 9 September 2014

Florian Schimanke, Robert Mertens and Oliver Vornberger

The purposes of this paper are to implement a spaced repetition algorithm into a learning game, analyze the pros and cons of this implementation and make different considerations…

Abstract

Purpose

The purposes of this paper are to implement a spaced repetition algorithm into a learning game, analyze the pros and cons of this implementation and make different considerations about designing the game to make the algorithm work in an optimal way. While games offer a promising way of engaging and motivating learners to deal with a certain topic, repetitions foster immersing this topic sustainably. Those repetitions should be done at sophistically determined intervals to maximize learning outcomes.

Design/methodology/approach

The work is implemented as two prototype learning games which use the SM2 algorithm for content selection and repetition scheduling. Based on our findings about user behavior, this study developed an auxiliary algorithm to aid SM2 in the special setting of a learning game. To design the game in a way which supports the spaced repetition approach, this study have analyzed best-practices in this domain and made some considerations for adapting them accordingly.

Findings

An auxiliary algorithm is needed to support the usage of common spaced repetition algorithms in mobile learning games. Best-practices in designing those games need to be to suit the spaced repetitions approach.

Practical implications

This paper shows the benefits of combining learning games with the spaced repetition approach and points out specifics in designing spaced repetition based mobile learning games.

Originality/value

While spaced repetitions are already commonly used with other types of learning, it has yet to be implemented in learning games. This study’s approach shows ways to do this and which considerations have to be made.

Details

Interactive Technology and Smart Education, vol. 11 no. 3
Type: Research Article
ISSN: 1741-5659

Keywords

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