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Nowadays the processing power of mobile phones, smartphones and PDAs is increasing as well as the transmission bandwidth. Nevertheless there is still the need to reduce the content and the need of processing the data. We discuss the proposals and solutions for dynamic reduction of the transmitted content. For that, device specific properties are taken into account, as much as for the aim to reduce the need of processing power at the client side to be able to display the 3D (virtual reality) data. Therefore, well known technologies, e.g. data compression are combined with new developed ideas to reach the goal of adaptive content transmission. To achieve a device dependant reduction of processing power the data have to be preprocessed at the server side or the server even has to take over functionality of weak mobile devices.
The iSign project started in 2000 as a web-based laboratory setting for students of electrical engineering. In the meantime it has broadened into a heterogeneous learning environment offering learning material, adaptive user settings and access to a simulation tool. All these offerings can be accessed via web and wireless by different clients, such as PCs, PDAs and mobile phones. User adaptive systems offer unique and personalised environment for every learner and therefore are a very important aspect of modern e-learning systems. The iSign project aims to personalise the content structure based on the learner's behaviour, content pattern, policies, and system environment. The second aspect of the recent research and development within this project is the generation of suitable content and presentation for different clients. This generation is based additionally on the user preferences in order to obtain the desirable presentation for a given device. New, valuable features are added to the mobile application, empowering the user not only to control the simulation process with his mobile device but also to input data, view the simulation's output and evaluate the results. Experiences with students have helped to improve functionality and look-and-feel whilst using the iSign system. Our goal is to provide unconstrained, continuous and personalised access to the laboratory settings and learning material everywhere and at anytime with different devices.
In 2000 the iSign project started as a virtual web-based laboratory for students of study program electrical engineering. Continuous development in the last years led to a heterogeneous learning environment offering learning material, adaptive user settings and access to a simulation tool. Access is available via web and wireless devices such as PCs, Laptops, PDAs, smartphones and mobile phones. Our attempt to adapt the content to the user's needs and the currently used device led us to a XML based data structure. This report shows our research results about content adaptation based on XML data. The two main aspects for that process are: the device capabilities and the adaptation methods using XML data.
Nowadays the processing power of mobile phones, Smart phones and PDA is increasing, as well as the transmission bandwidth. Nevertheless there is still the need to reduce the content and the need of processing the data. Proposals and solutions for dynamic reduction of the transmitted content will be discussed. For that, device specific properties will be taken into account, aiming at reducing the need of processing power at the client side to display the 3D Virtual Reality data. Therefore, well known technologies like data compression are combined with new approaches to achieve the goal of adaptive content transmission. For device dependant reduction of processing power the data has to be pre-processed at the server side or the server itself has to take over functionality of weak mobile devices.
To provide proper solutions to the problem of device dependant content delivery, a fine categorization of the application target devices is needed. Earlier attempts provided two different presentations for desktop and mobile platforms. The mobile platform presentation was divided into three categories, based on a general classification (PDA, Smartphone or mobile phone). In order to improve the on mobile device presentation a finer categorization is introduced. In this paper, our focus is to clarify the concept of this more flexible presentation module, in which the delivered content depends on the efficiency of the device based on a selected set of capabilities.
This paper shows the results of the evaluation of two sets of mobile web design guidelines concerning mobile learning. The first set of guidelines is concerned with the usage of text on mobile device screens. The second set is concerned with the usage of images on mobile devices. The evaluation is performed by eye tracking (objective) as well as questionnaires and interviews (subjective) respectively.
The developed solution enables the presentation of animations and 3D virtual reality (VR) on mobile devices and is well suited for mobile learning, thus creating new possibilities in the area of e-learning worldwide. Difficult relations in physics as well as intricate experiments in optics can be visualised on mobile devices without need for a personal computer.