Desarrollo de una arquitectura software para aplicaciones de educaci - PowerPoint PPT Presentation

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Desarrollo de una arquitectura software para aplicaciones de educaci

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Good morning. My name is Mart n L pez, and I am here to give you a brief introduction to the work we are doing at the University of Vigo, regarding applications and ... – PowerPoint PPT presentation

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Title: Desarrollo de una arquitectura software para aplicaciones de educaci


1
First International Workshop on Multimedia
Interactive Protocols and Systems
MIPS 2003 November 18-21, 2003 Napoli (Italy)
A Mixed XML-JavaBeans Approach to Developing
t-Learning Applications for the Multimedia Home
Platform
Martín López Nores Department of Telematic
Engineering University of Vigo (Spain)
2
Organization
  • Introduction to t-learning.
  • The MHP standard.
  • Solutions for broadcast services.
  • Implementation details.
  • Summary and future work.

3
A Few Words about t-Learning
4
Introduction
  • A lot of work is being done on distance learning.
  • In order to overcome the limitations of
    traditional learning.
  • Access to education is considered key to maintain
    a regions competitiveness.

5
Introduction
  • Several major technological approaches have been
    defined.
  • The future points towards convergence.
  • Obstacles networks, interoperability and users.
  • Currently, the different mediums demand different
    solutions.

6
t-Learnings Advantages...
  • There is at least one TV in nearly 100 of
    households in developed countries.
  • Internet not expected to go beyond 70.
  • Television is easy to use for everybody.
  • IDTV helps to prevent social exclusion in the
    access to education.
  • Overcomes economical and cultural barriers.
  • No need to buy a computer.
  • No need of technological knowledge.

7
... and Peculiarities
  • A set-top box is not a computer.
  • Lower computing power.
  • Limited user interaction capabilities.
  • A TV screen has low resolution.
  • Simple user interfaces with big visual elements.
  • IDTV is a natural medium for broadcast and
    handling multimedia content.
  • Users are predominantly passive.
  • TV is considered as a medium for entertainment.
  • IDTV is ideal for informal learning
    (edutainment).

8
Strategies for Interactivity
User-driven
  • Applications respond to the users actions.
  • Typical in e-learning services.

Media-driven
  • The evolution of pieces of media guides users and
    controls the flow of applications.
  • Main option for t-learning.

9
The MHP Standard
10
The Multimedia Home Platform
  • Published by the DVB (Digital Video Broadcasting)
    Consortium in February, 2000.
  • It defines a neutral framework for IDTV
    applications and services.
  • Increasingly popular among broadcasters and
    relevant enterprises.
  • Initially European ones.
  • The recent GEM (Globally Executable MHP)
    specification prepares the way into the USA and
    Japan.

11
Communication Issues
  • Communication in IDTV is highly assymetric.
  • Broadcast networks and (optional) return
    channels.
  • The MHP framework
  • MPEG-2 transport streams for broadcasting live
    audio and video, and DSM-CC object carrousels for
    other resources.
  • TCP/IP and service-specific protocols for the
    return channel.
  • The availability of a return channel determines
    the interactive capabilities.
  • Simulated and real interactivity.

12
The Object Carrousel
  • Main mechanism to broadcast data in MHP.
  • A group of files transmitted in a cyclical way.
  • A read-only filesystem over an MPEG-2 transport
    stream.
  • Resources are not always available immediately
    when needed.
  • There may be noticeable latencies.

13
The Problem of Latencies
  • Latencies can be extremely annoying.
  • Example
  • 520 KB _at_ 256 Kbps 16 seconds per cycle !
  • Nobody would wait so long for a program to start.
  • MHP offers several ways to control latencies
  • Caching, preloading and asynchronous loading of
    contents.
  • Other contributions
  • Adequate planning of the carrousels.
  • Careful construction of the applications.

14
The MHP Profiles
  • MHP defines several receiver profiles.
  • Features and cost tailored to the services
    required.
  • We pay special attention to broadcast services.
  • Inexpensive and fast to develop.
  • Suitable for edutainment.
  • Interactivity may drive users towards more active
    profiles in their use of TV.

Extensions for e-mail
and web browsing
Return channel for real
interactivity
Internet access
Interactive broadcast
Enhanced broadcast
Simulated interactivity
15
Principles of the Architecture
16
Structure of the Courses
17
Conditional Access
  • Units have a locked/unlocked state.
  • Can be changed in response to any event.
  • The composition of a course is summed up in a
    directed graph, defining
  • The ordering of the units.
  • The access dependencies.
  • This information must be available at the
    receivers.
  • Local take of decisions.

18
Contextual Binding
  • A simple and effective solution for the
    synchronization of multiple sources of
    information.
  • Including the broadcast streams (media-driven
    units).
  • It is based on contexts.
  • Identifiers linked to pieces of information.
  • Defined differently for the different types of
    content.
  • Timestamps in fragments of audio and video.
  • Regions in images.
  • Anchors in a text.
  • Options in menus, etc.

19
Templates (I)
  • Templates are a common feature in many
    development tools.
  • Make development tasks faster.
  • Enhance software reuse.
  • Help to separate content from graphical
    appearance.
  • Their use in IDTV applications offers additional
    advantages.

20
Templates (II)
  • Templates are configured during runtime.
  • Not at design time.
  • The cost of runtime configuration is masked by
    latencies and loading times.

21
Templates (III)
  • The object carrousel transports
  • the Java class file of the template,
  • much smaller XML configuration files.
  • Advantages
  • More files can be kept in the cache.
  • Higher efficiency.
  • The size of the carrousel decreases.
  • Lower round-trip time?? lower latencies.

22
ImplementationDetails
23
Design Goals
  • No need of programming knowledge.
  • Flexibility and support for all the phases of
    development.
  • Based on free, open technologies.
  • Low cost.
  • Extensibility.
  • Interoperability.

24
Types of Applications
DVB-J
  • Applications programmed in Java.
  • Two main restrictions
  • MHP APIs.
  • Xlet lifecycle.

DVB-HTML
  • A declarative language, based on Internet
    standards.
  • XHTML, CSS, cookies, etc.

25
Foundational Technologies XML
  • A standard syntax for
  • the composition of the courses,
  • the configuration files for a template,
  • the definition of contexts in the different types
    of information.
  • Also used when assembling pedagogical units.
  • To communicate with content-management systems.
  • SCORM, IMS, etc.

26
Foundational Technologies JavaBeans
  • A components architecture for Java.
  • Promotes components reuse.
  • Provides for visual development.
  • Beans are building blocks to construct
    applications.
  • Interrelations handled by means of event
    adapters.
  • Enough for simulated interactivity.
  • Not for non-broadcast services.

27
A CASE Tool for t-Learning
  • We have implemented our approach on top of the
    NetBeans Platform.
  • Features
  • Entirely visual development.
  • Simple assembling of pedagogical units.
  • By retrieving content from repositories or
    creating it ad-hoc.
  • Several wizards and assistant tools.
  • To define the composition of the courses.
  • For the automatic creation of multiple-choice
    tests.
  • To delimit contexts in the different types of
    information.
  • Automatic generation of the transport streams.

28
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29
Summary and Future Work
30
Main Conclusions
  • Human and technical factors advice against direct
    translation of e-learning solutions.
  • Broadcast services are essential at an initial
    stage.
  • Preparing the way towards highly-interactive
    services.
  • The MHP standard provides a satisfactory
    platform.
  • Simulated interactivity.
  • Latencies.
  • Predominance of multimedia contents.
  • Essential distinction between user-driven and
    media-driven strategies.

31
Future Work
  • Exploit the power of the return channel.
  • Real interactivity with applications and other
    users.
  • Personalization of contents.
  • Creation of virtual learning communities,
    involving people with shared interests.
  • Analyze new multimedia formats MPEG-4.

32
End
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