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Suitability of Searching and Representing Multimedia Learning Resources in 3D Virtual Gaming Environment. Presented by Abu Saleh Md. Mahfujur Rahman Supervisor Professor Dr. Abdulmotaleb El Saddik Multimedia Communications Research Laboratory (MCRLab) University of Ottawa
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Suitability of Searching and Representing Multimedia Learning Resources in 3D Virtual Gaming Environment Presented byAbu Saleh Md. Mahfujur Rahman Supervisor Professor Dr. Abdulmotaleb El Saddik Multimedia Communications Research Laboratory (MCRLab)University of Ottawa http://www.mcrlab.uottawa.ca
Outline • Motivation and Related Study • Proposed System • 3D Gaming Environment • Implementation • Result Analysis • Conclusion and Future Work
Motivation and Related Study • Information visualization is the use of computer supported, interactive, visual representations of abstract data to amplify cognition. • The traditional systems: • Poor way of Information visualization • Less intuitive navigation space • Lack of entertainment in learning • Problem statement: Suitability of visualizing learning resources from a set of available search repositories using metaphors in a structured [13] way, which improves the perception of the learners as well as offers entertainment with education.
Motivation and Related Study (cont.) • Our approach: • 3D virtual environment: attractive large display space as well as natural and cognitive aspects. • Using gaming metaphor: provide entertainment in navigating the environment • Organized representation of data: allows the users to directly interact with the data, get insight, and come up with new hypotheses. a) Car metaphor b) Spaceship metaphor c) Library metaphor
Data Model LO in Repositories LO in P2P LO in Web Graphical Model Data Representation Model VE Model 3D GUI Control Proposed System Figure 2. Schematic diagram of the proposed system
Data Model: Learning Objects Communities using different elements and vocabularies create difficulties to share and reuse resources Learning Object: "any entity, digital or non-digital, that may be used for learning, education or training” (IEEE LTSC) LOM is defined by IEEE LTSC for identifying, searching, and retrieving LOs Proposed System (cont.)
Proposed System (cont.) • Data Model: Access Paradigm • LOR contains LOs or their references along with LOM • All elements are optional • Can be difficult to know which elements to use Figure 3. Learning Object access paradigm
Graphical Model Data Representation Model Proposed System (cont.) TABLE I Model template representations of Learning Object Figure 4. 3D Traffic Sign Template for representation of LOs (e.g. traffic sign for html)
Proposed System (cont.) • Graphical Model • VE Model • Avatar • Terrain • Reference Models
Searching Personalization Clustering and 3D Mapping Navigation Interaction Randomization 3D Gaming Environment Figure 5. Layered search model
3D Gaming Environment (cont.) • Clustering and 3D Mapping • Display relevant and grouped search results in the 3D road layout so that navigation and information selection become easy. • Based on the searched keywords the prototype applies heuristic methods to create relevance metrics to construct groups from the search results.
Clustering and 3D Mapping AlgorithmSEARCH_RESULT_CLUSTERING Progressively look-up the search result to find relevant keywords based on the initial search keyword Add new keywords to the keyword set and apply equation 2 to calculate distances between each pair to form keyword array matrix Quick-Sort the matrix values based on the distances in ascending order Apply Minimum Spanning Tree (MST) algorithm over the matrix End SEARCH_RESULT_CLUSTERING 3D Gaming Environment (cont.) Figure 6. Semantic keyword metrics MST tree and corresponding road architecture
3D Gaming Environment (cont.) • Personalization • Enables users to personalize their searching, navigational and learning experience within the 3D world. • Maintains individual user profile that includes user’s demographic information, age limit, area of expertise, topics of interest, search history, among others. • Individual profile info are taken into consideration while searching LOs and delivering the targeted 3D virtual environment to the user. • Allows to select the 3D shape of the learning objects and also the virtual avatar • A user is able to save any visited object and put it in his/her favorite list.
Navigation Collision detection is used to help the user stay within the search layout Appropriate ideograms, landmark, and reference models are provided. A preview of the 3D landscape is used as a navigational map in order to show the navigating user his/her point of presence in the 3D environment. Furthermore, a direction indicator that always points to a reference position prevents the user from getting lost in the 3D world. 3D Gaming Environment (cont.) Figure 7. Navigational layout of the 3D metaphor
Interaction User interacts with the displayed search results for Viewing the associated metadata description Playing/previewing the LO Saving the search history in the local repository for later review The user interaction can be performed through Keyboard Mouse Joystick Microphone or any combination of these devices. 3D Gaming Environment (cont.) Figure 8. High level user interaction model
Software Architecture Implementation Figure 9. Software architecture of EYE&WHY prototype
Implementation • Sample Interface: dynamic traffic layout Figure 10. A typical 3D search interface
Implementation (cont) • Sample interface: static traffic layout Figure 11. A typical 3D search interface
Implementation (cont) • Searching/sharing learning objects Figure 11. A typical 3D search interface
Implementation (cont) • Searching/sharing learning objects Figure 11. A typical 3D search interface
Implementation (cont) • Searching/sharing learning objects Figure 11. A typical 3D search interface
QuantitativeMeasurements Test Result Analysis Figure 11. Mapped search results vs. frame rate/sec Figure 12. Mapped search results vs. total triangle count
QuantitativeMeasurements Test Result Analysis (cont) Figure 13. Search time comparisons of different search services Figure 14. Search result grouping and mapping time in 3D VE
Qualitative Measurements Test Result Analysis (cont) Figure 15. User response percentage on the evaluation of the 3D metaphor TABLE II User satisfaction on the overall evaluation
Qualitative Measurements Test Result Analysis (cont) Figure 16. User satisfaction based on 3D application/gaming experience Figure 17. Comparison between responses of users from two different age groups.
Conclusion and future-work • We presented a new way of visualizing search results in a 3D virtual gaming environment and measured the suitability of such approach. • Gaming by default has its own attractions to the user especially to the younger users as it provides intuitiveness in the search and exploration operations that are performed while navigating the 3D world. • We evaluated our prototype system in terms of quantitative and qualitative measurements aspects. • The spatial landscape of a 3D environment, in order to represent more information at a time, is proved to be useful.
Conclusion and future-work (cont.) • Use of enhanced user control, e.g. HMD, Data Gloves, Haptics, etc. • Finding new metaphors to enhance user experience • Applying rules and heuristics to add scoring system to achieve the game like experience • Collaboration between users in a single searching environment
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