6 research outputs found

    Hybrid books for interactive digital storytelling : connecting story entities and emotions to smart environments

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    Nowadays, many people use e-books, having high expectations regarding their reading experience. In the case of digital storytelling, enhanced e-books can connect story entities and emotions to real-world elements. In this paper, we present the novel concept of a Hybrid Book, a generic Interactive Digital Narrative (IDN) artifact that requires seamless collaboration between content and smart devices. To that end, we extract data from a story and broadcast these data in RDF as Linked Data. Smart devices can then receive and process these data in order to execute corresponding actions. By following open standards, a Hybrid Book can also be seen as an interoperable and sustainable IDN artifact. Furthermore, according to our user-based evaluation, a Hybrid Book makes it possible to provide human sensible feedback while flipping pages, enabling a more enjoyable reading experience. Finally, the participants positive willingness to pay makes it possible to generate more revenue for publishers

    TinCan2PROV

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    A popular way to log learning processes is by using the Experience API (abbreviated as xAPI), also referred to as Tin Can. While Tin Can is great for developers who need to log learning experiences in their applications, it is more challenging for data processors to interconnect and analyze the resulting data. An interoperable data model is missing to raise Tin Can to its full potential. We argue that in essence, these learning process logs are provenance. Therefore, the W3C PROV model can provide the much-needed interoperability. In this paper, we introduce a method to expose PROV using Tin Can statements. To achieve this, we made the following contributions: (1) a formal ontology of the xAPI vocabulary, (2) a context document to interpret xAPI statements as JSON-LD, (3) a mapping to convert xAPI JSON-LD statements into PROV, and (4) a tool implementing this mapping. We preliminarily evaluate the approach by converting 20 xAPI statements taken from the public Tin Can Learning Record Store to valid PROV. Where the conversion succeeded, it did so without loss of valid information, therefore suggesting that the conversion process is reversible, as long as the original JSON is valid

    Towards making EPUB 3-based e-textBooks a first-class mobile learning environment

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    Students master courses by interacting with a multitude of learning objects. These interactions may include reading documents, watching explanatory videos, taking notes, completing assignments, and experimenting with physical objects. During these interactions, students often have to switch between different learning environments, including Web browsers, video players, textbooks, and workbooks. By integrating these different environments into a unified learning environment, we can save students' time. Moreover, thanks to an increasing adoption of tablets in schools and universities, we also have the opportunity to deploy this unified learning environment on a single mobile device, thus enabling anytime and anywhere learning. We refer to such a learning environment as a 'first-class' mobile learning environment. In this paper, we empirically investigate to what extent an EPUB 3-based e-TextBook can be used to facilitate a 'first-class' mobile learning environment. To that end, we created an EPUB 3-based prototype e-TextBook that has been enhanced in terms of both its presentation and representation, meeting requirements that are typically ascribed by the literature to mobile learning environments. Specifically, we integrated three interactive widgets into our e-TextBook that are able to (1) exchange information with each other (inter-widget communication) and (2) that are able to semi-automatically create new content (that is, that are able to act as semi-automatic content providers): a report maker widget, a sine formula widget, and a corresponding interactive graph maker widget. In addition, we integrated different types of learning objects into our e-TextBook, including multimedia objects, objects with augmented reality features (i.e., digital objects that allow for interaction with physical objects), and objects that offer contextualized content. Both the widgets and the learning objects can be used within a unified learning environment. Furthermore, we semantically annotated the learning content in order to improve its discoverability. We find that our e-TextBook complies with the requirements found in the literature. Moreover, our e-TextBook makes it possible to provide visual feedback on student actions, thus having positive effects on the learning process. In addition, our e-TextBook mitigates distraction by providing a unified mobile learning environment. Furthermore, the use of EPUB 3 allows for interoperable packaging of semantically annotated learning content. Finally, the use of EPUB 3 paves the way for mobile usage of learning content, and thus for anytime and anywhere learning
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