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Animation on Mobile Phones

By Peter Byrne, Brendan Tangney and Trinity College Dublin

Abstract

A growing body of literature shows that digital-video production facilitates powerful learning experiences 1 by enabling collaborative learning and encouraging creativity and self-expression. Unfortunately, despite decreasing costs, digital-video cameras remain relatively expensive. Filming and editing, which offer the most learning benefits, involve time-consuming classroom management, making DVP impractical as a whole-class activity, thus causing scheduling problems. Animation holds the same potential educational advantages but involves a much simpler, less expensive process. The Stop-Motion Animation and Reviewing Tool (SMART) supports a collaborative, contextual, and constructionist approach to creating animations. It lets individuals or groups create animations while collaborating face-to-face. In addition, it runs on a mobile phone, so it can exploit the ready-at-hand nature of mobile devices. Many argue that eventually every student will have a portable wireless device, 2 and people feel comfortable using mobile phones—even those who don’t traditionally use computers. We used Java 2 Micro Edition to develop Smart and deployed it using a Sony-Ericsson K750 mobile phone, which has a camera plus Bluetooth and J2ME support. Using the phone’s camera, users capture still images representing one animation frame (see figure 1). Several frames form a scene

Year: 2008
OAI identifier: oai:CiteSeerX.psu:10.1.1.134.774
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