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ICHSL8




  Advanced HCI in hybrid learning
  scenario




             Mona LAROUSSI (Mona.laroussi@univ-lille1.fr)
Technology changes the world…

        It also changes our interfaces and our way of learning and
                                  teaching
INTRODUCTION

                   3
ICHSL8
4
ICHSL8
Generations

          1960             1970              1980                  1990              2000              2010




                    ± 30-50 ans                          ± 18-30 ans                        ± 0-18 ans
Boomers




                          X                                        Y                        Z ou M
                  (1960-1979), L’Agora                 (1979-1995+), Wikipedia                (XXIe siècle)
                 « Génération tampon »,                     « Peter Pan »                  Kaiser Foundation
                 « Génération sacrifiée »                                                  « Net generation »
                                                                                        « Millenium generation »



                                                                   12-24 ans

                                                                       C
                                                               (1982-1996), Cefrio



                              Natifs numériques (depuis 1970)
     Extrait de la présentation de @laudet – APC du 23 mars 2011
Two challenges:



  •Adapt our practices to the actual realities


  •Educate students to responsible use of technology




ICHSL8                                             6
New technologies

 •Web 2;0
 •Clouds
 •E-Book
 • Mobile learning
 •Augmented reality
 •Gestural based Interfaces
 •Immersive Interfaces
ICHSL8                        7
Augmented reality

 •Superposition (overlaying) of the virtual
 and real world


 •Interaction in real time


 •Interactive in real time


ICHSL8                                        8
         Azuma [97] [01]
It’s really an old idea




ICHSL8
                 “Terminator”   9
Augmented reality today

 •Bringing down all the resources of the
  internet out of cyberspace and into
  ubiquitous reality


 •Is where mobile technology and
  wireless broadband makes the
  internet ubiquitous.



ICHSL8                                     10
AR on android




ICHSL8           11
On iPhone




ICHSL8       12
Social augmented reality




ICHSL8                      13
Advantages and disadvantages of
 Augmented Reality

  The “waouh” effect
 New service, some new pieces of content,
  some new bits of relevant data at the right
  moment that improve the end-user's experience
 Enhance interaction
  Privacy
  Result recuperation (Korea, Japan )

ICHSL8                                            14
Gestural based interfaces
                         How do you issue
                         complex commands
                         to a computer
                         without touching it




     2006




            2007




ICHSL8                                         15
Advantages and disadvantages of
 gestural interfaces (1/2)

  Improved usability
  Offer users the ability to interact with the virtual
  world while carrying on with their daily life.
  Free people from constraints related to screens.
  May transform negatively how we interact socially
  with the world around us.
  Would require users to change the way technology
  is used in social settings.


ICHSL8                                                    16
Advantages and disadvantages of
 gestural interfaces (2/2)


 Users will have to manipulate their physical
 settings often in public using their body or hands.
 (social norms)
There are no legal implications for the technology.
 The use of the technology in schools would be
 highly beneficial, but would drastically change the
 structure of the classroom.


ICHSL8                                                 17
% of Ergonomic criteria
1.Guidance
      Problemes d’incitation et de guidage?
« discoverability »
      L’interface est obscure sans “affordance”

2.Charge de travail
      suffisamment perceptible… Où taper pour
continuer ? L’utilisateur apprend en utilisant…
Problèmes de facilité de mémorisation

                              C. BASTIEN et D. SCAPIN

ICHSL8                                                  18
% of Ergonomic criteria

  • 3.Contrôle explicite
  • 4.Adaptabilité
    aucune possibilité

  • 5.Gestion des erreurs
    • Problème de protection contre les erreurs (geste par erreur)
    • pas de bouton «undo» ou «back» comme sur les navigateurs

  • 6.Homogénéité/Cohérence
  • 7.Signifiance des codes et dénominations
  • 8.Compatibilité
ICHSL8                                                               19
Augmented learning


 •Support of seamless interaction between real and virtual
  learning environments
 •The use of a tangible interface metaphor for object
  manipulation
 •The ability to transition smoothly between reality and
  virtuality
 •Collaborative learning from interaction in multiple
  perspectives

         Source: http://www.newhorizons.org/strategies/technology/billinghurst.htm
ICHSL8                                                                               20
Examples of Projects

 1. Second Life
 2. Horizon
 3. Occupational Safety Scaffolding
 4. FET. Augmented Reality Development
    Lab
 5. Reliving the Revolution
 6. Physics Playground
 7. MITAR Games
  8. Etc.
ICHSL8                                   21
Augmented learning




ICHSL8                22
ICHSL8   23
E-Learning 3.0

   •1.Distributed (Cloud) Computing


   •2.Extended Smart Mobile Technology


   •3.Collaborative Intelligent Filtering


   •4.3D Visualization and Interaction

ICHSL8                                      24
Some possible smart tech uses


 •   Informal, self organised learning
 •   Problem based learning
 •   Group based activities
 •   Outdoor learning
 •   Independent study
 •   Distance learning
 •   Blended learning


ICHSL8                                   25
Hybrid or blended learning

 •Education that combines face-to-face classroom
  methods & e-learning
 •There is no consensus on a definition of blended
  learning. The terms "blended," "hybrid," and
  "mixed-mode" are used interchangeably in
  current research literature
 •Currently we use the term blended or hybrid
  learning for learning mixing several learning
  dispositive (mobiles, augmented, pervasive etc.)
ICHSL8                                               26
Hybrid or blended learning
 scenario

 •Set of activities and transitions between
  activities
 •Activitie can be a ressource or can be an
  augmented learning activitie or contextual
  activitie. Etc.
 •Existing data re-connected for other
  (smarter) uses (3.0)
 •Basar project (auf, BD)

ICHSL8                                         27
Example




ICHSL8     28
Issues

 •How to collect indicators
 •Part of informal and formal learning in
  the scenario
 •How to design the scenario (tool)
 •MD to decribe
 •Etc.


ICHSL8                                      29
What is our role?

 •New way of learning, thinking and
  teaching..
 • Critical exercise
 •Assess the learning potential
 •Communicate
 •Co-working
 •Added value, not duplicated
  services

ICHSL8                                30
ICHSL8   31

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Advanced hci in hybrid learning scenariov3

  • 1. ICHSL8 Advanced HCI in hybrid learning scenario Mona LAROUSSI (Mona.laroussi@univ-lille1.fr)
  • 2. Technology changes the world… It also changes our interfaces and our way of learning and teaching
  • 3. INTRODUCTION 3 ICHSL8
  • 5. Generations 1960 1970 1980 1990 2000 2010 ± 30-50 ans ± 18-30 ans ± 0-18 ans Boomers X Y Z ou M (1960-1979), L’Agora (1979-1995+), Wikipedia (XXIe siècle) « Génération tampon », « Peter Pan » Kaiser Foundation « Génération sacrifiée » « Net generation » « Millenium generation » 12-24 ans C (1982-1996), Cefrio Natifs numériques (depuis 1970) Extrait de la présentation de @laudet – APC du 23 mars 2011
  • 6. Two challenges: •Adapt our practices to the actual realities •Educate students to responsible use of technology ICHSL8 6
  • 7. New technologies •Web 2;0 •Clouds •E-Book • Mobile learning •Augmented reality •Gestural based Interfaces •Immersive Interfaces ICHSL8 7
  • 8. Augmented reality •Superposition (overlaying) of the virtual and real world •Interaction in real time •Interactive in real time ICHSL8 8 Azuma [97] [01]
  • 9. It’s really an old idea ICHSL8 “Terminator” 9
  • 10. Augmented reality today •Bringing down all the resources of the internet out of cyberspace and into ubiquitous reality •Is where mobile technology and wireless broadband makes the internet ubiquitous. ICHSL8 10
  • 14. Advantages and disadvantages of Augmented Reality  The “waouh” effect New service, some new pieces of content, some new bits of relevant data at the right moment that improve the end-user's experience Enhance interaction  Privacy  Result recuperation (Korea, Japan ) ICHSL8 14
  • 15. Gestural based interfaces How do you issue complex commands to a computer without touching it 2006 2007 ICHSL8 15
  • 16. Advantages and disadvantages of gestural interfaces (1/2)  Improved usability  Offer users the ability to interact with the virtual world while carrying on with their daily life.  Free people from constraints related to screens.  May transform negatively how we interact socially with the world around us.  Would require users to change the way technology is used in social settings. ICHSL8 16
  • 17. Advantages and disadvantages of gestural interfaces (2/2)  Users will have to manipulate their physical settings often in public using their body or hands. (social norms) There are no legal implications for the technology.  The use of the technology in schools would be highly beneficial, but would drastically change the structure of the classroom. ICHSL8 17
  • 18. % of Ergonomic criteria 1.Guidance Problemes d’incitation et de guidage? « discoverability » L’interface est obscure sans “affordance” 2.Charge de travail suffisamment perceptible… Où taper pour continuer ? L’utilisateur apprend en utilisant… Problèmes de facilité de mémorisation C. BASTIEN et D. SCAPIN ICHSL8 18
  • 19. % of Ergonomic criteria • 3.Contrôle explicite • 4.Adaptabilité aucune possibilité • 5.Gestion des erreurs • Problème de protection contre les erreurs (geste par erreur) • pas de bouton «undo» ou «back» comme sur les navigateurs • 6.Homogénéité/Cohérence • 7.Signifiance des codes et dénominations • 8.Compatibilité ICHSL8 19
  • 20. Augmented learning •Support of seamless interaction between real and virtual learning environments •The use of a tangible interface metaphor for object manipulation •The ability to transition smoothly between reality and virtuality •Collaborative learning from interaction in multiple perspectives Source: http://www.newhorizons.org/strategies/technology/billinghurst.htm ICHSL8 20
  • 21. Examples of Projects 1. Second Life 2. Horizon 3. Occupational Safety Scaffolding 4. FET. Augmented Reality Development Lab 5. Reliving the Revolution 6. Physics Playground 7. MITAR Games 8. Etc. ICHSL8 21
  • 23. ICHSL8 23
  • 24. E-Learning 3.0 •1.Distributed (Cloud) Computing •2.Extended Smart Mobile Technology •3.Collaborative Intelligent Filtering •4.3D Visualization and Interaction ICHSL8 24
  • 25. Some possible smart tech uses • Informal, self organised learning • Problem based learning • Group based activities • Outdoor learning • Independent study • Distance learning • Blended learning ICHSL8 25
  • 26. Hybrid or blended learning •Education that combines face-to-face classroom methods & e-learning •There is no consensus on a definition of blended learning. The terms "blended," "hybrid," and "mixed-mode" are used interchangeably in current research literature •Currently we use the term blended or hybrid learning for learning mixing several learning dispositive (mobiles, augmented, pervasive etc.) ICHSL8 26
  • 27. Hybrid or blended learning scenario •Set of activities and transitions between activities •Activitie can be a ressource or can be an augmented learning activitie or contextual activitie. Etc. •Existing data re-connected for other (smarter) uses (3.0) •Basar project (auf, BD) ICHSL8 27
  • 29. Issues •How to collect indicators •Part of informal and formal learning in the scenario •How to design the scenario (tool) •MD to decribe •Etc. ICHSL8 29
  • 30. What is our role? •New way of learning, thinking and teaching.. • Critical exercise •Assess the learning potential •Communicate •Co-working •Added value, not duplicated services ICHSL8 30
  • 31. ICHSL8 31