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Recent developments in information and communication technology, along with advanced displaying techniques and high computational performance open up new visualisation methods to both scientists and lecturers. Thus simulations of complex processes [1] can be computed and visualised in image sequences. The particular idea in our approach is the outsourcing of computationally intensive calculations to servers which then send the results back to mobile users. In order to improve interpretations of the visualised results, users can view them in a 3D-perspective or stereoscopically, given the technical requirements. Today’s technology even permits to view these visualisations on a mobile phone. An example for such a computationally intensive calculation originating from the theory of relativity is depicted in Figure 4.1-1.
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.
Mobile learning (m-learning) can be considered as a new paradigm of e-learning. The developed solution enables the presentation of animations and 3D virtual reality (VR) on mobile devices and is well suited for mobile learning. Difficult relations in physics as well as intricate experiments in optics can be visualised on mobile devices without need for a personal computer. By outsourcing the computational power to a server, the coverage is worldwide.
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.