Category: PSP

Feb 27 2011

Making bedtime stories accessible to deaf children

We have previously talked about using a PSP and semacodes to make a text book a multimedia experience. Using the same principles Longwill School, Birmingham, have been making bedtime stories accessible to deaf children. The teachers film themselves signing each page of the book. Each clip is then assigned a semacode using Second Sight Content Creation Suite such that when the PSP camera is directed at the semacode the appropriate signing is triggered.

The children borrow the bedtime story books from the school library along with the memory stick on which the clips have been copied and also a Second Sight application UMD.

The following is a short clip showing the experience the children get.

Jan 27 2011

Sony’s Next Generation PSP

Sony has today announced their Next Generation Portable (NGP). This Engadget article outlines the vast array of features on this new device, however just to give you a feel I quote from the article

“Specs include a quad-core ARM Cortex-A9 processor, 5-inch touchscreen OLED display with 960 x 544 resolution, dual analog sticks (not nubs as on the current generation), 3G, WiFi, GPS, a rear-mounted touchpad, the same accelerometer / gyroscope motion sensing as in the PlayStation Move, an electronic compass, and cameras on both the front and back”

For those of us who have long been exploiting the PSP as a learning device these features are very welcome. The PSP was starting to look a little limited compared to devices such as smart from, iPad and iPod touches. As soon as we can get out hands on one, and that looks like it is a few months off yet, I am really excited about the possibilities.

I feel we will be posting a great deal about this device as more and more information becomes available. In the mean time here are a couple of images:

Sony NGP Front

Sony NGP Front

Sony NGP Back

Sony NGP Back

Oct 15 2010

Turning Text Book Into a Multi Media Experience

Context

Books remain the information tool of choice in most schools. The benefits are tried and tested however in the multi-media rich environment in which we now live, work and learn augmenting the written word is key to leveraging 21st Century Learning.

High-quality multi-media educational resources can now be readily found online. Cheap and effective video and audio recording technology provides the means by which educators can create their own learning resources.

Devices such as iPods, smart phones and some handheld games consuls are capable of playing multi-media assets.

By combining such devices with appropriate multi-media learning resources and text books, educators can create an engaging, effective and efficient learning environment exploiting technologies that many young people already have in their possession and confident in their use.

An Example

Dorling Kindersley Space Encyclopedia

This is an excellent example of a well written, superbly illustrated text, serving as a perfect introductory reference for anyone interested in finding out about space.

There are many space related websites with supered video, audio and images available for free download. NASA and the European Space Agency are a couple that were used for this project.

The concept was to find resources that would complement the text and illustrations, and then to use a technology which would trigger the playing of the resources when needed and with minimum intervention by the reader. This aspect is regarded as a key concept, the continuity of the learning experience is very important, stopping to search for a relevant file can be very disruptive to the learning process.

Technology

SemaCode

The project uses PlayStation portable running Second Sight application to trigger the playing of multi-media resources. Using the PSP camera to identify black and

white markers called semacodes the application recognises a specific pattern and plays the associated resource. The association between a specific semacode and a particular resource can be defined by the user and is created in a partner application called Content Creation Suite.

Process

Appropriate assets were downloaded from the Web.
If files were not in the appropriate format, MP3 for audio, JPEG for images and MP4 for video, then they were convertedĀ using the free application, Media Coder.
Using Content Creation Suite the various assets were associated with a specific semacode pattern.
The resources and the configuration files were then uploaded to the PSP memory stick from within the Content Creation Suite application.
Semacode patterns in the form of jpegs were printed onto 24mm circular sticky labels using a Brother QL-560 label printer.
The labels were then stuck in the appropriate locations in the text. Care was taken to make sure this was done accurately as the semacodes are very similar.
The text is now available as a truly multi-media experience.

Example of Saturn 5 Page

Oct 15 2010

PSP signing bedtime stories for young children!

9 out of 10 deaf children are born to hearing parents. The children, even from the very youngest ages, quickly become proficient in signing thanks to the fantastic work by teachers of the deaf. Unfortunately parents do not always get the intensive exposure to signing and their ability to communicate even with their own children can be limited. Telling of bedtimes stories, which can be key in developing the relationship between child and parent, can be very difficult with limited communication skills.

Longwill school for the Deaf, in partnership with ourselves have developed an innovative approach to solving the problem.

All students at Longwill have PSPs by combining these with an application called Second Sight a child can trigger the playing video of the a page’s text being signed. The system uses a system of Semacodes, a pattern of black and white squares which, when the application is running on the PSP, triggers the playing of a specific video. Different patterns trigger different videos. What pattern goes with what video is determined by the teacher using a PC program, Content Creation Suite, part of the Second Sight application. The child has complete control, there is no having to search for the correct file to play, the user can play the video over and over again with an almost instant triggering of the video.

Here is a link to a short video which will give you some idea of what it look like.

In this case a video is triggered but the application can trigger audio and still images as well.
Take at the look at the post Dorling Kindersley, Multimedia Text Book

Jun 22 2010

Using Mobile Devices in Education – The Journey (Prezi)

This is a Prezi presentation outlining something of the “Journey” we have been on developing our thoughts from “it’s all about the device” to using personal technology devices (phones, PSPs etc) to enable the autonomous learner working in a creative and flexible way.

This was originally part of a delivered presentation so it may be a little difficult to follow the train of thought. I will get round to writing a commentary which I will add to this post.
I suggest that you click on “full screen” under the “More” tab bottom right of Prezi screen.

May 03 2010

Presentation about the development of Mobile Learning

This is a Prezi presentation that we put together telling something of the journey our use and understanding of the impact games devices and smart phones in education over the last three years.

The journey has taken us from focusing on the functionality of devices to how such personal, ubiquitous, devices such learner autonomy and personal learning environments.

http://prezi.com/f1ogycuywfg7/

May 03 2010

Augmented Reality – What is it.

Our last post looked at an example of augmented reality (AR) on the Telus stand at the Ski and Snowboard festival at Whistler, Canada. Whilst searching the Web for AR in eduction I came across this short description.

Unlike Virtual Reality (VR) that aims at replacing the perception of the world with an artificial one, Augmented Reality (AR) has the goal of enhancing a person’s perception of the surrounding world. Being partly virtual and real, the new interface technology of AR which is able to display relevant information at the appropriate time and location, offers many potential applications; these include aiding in education, training, repair or maintenance, manufacturing, medicine, battlefield, games and entertainment.
Unfortunately the reference link to not work so I cannot attribute the work.

Many of us will be aware of “heads up displays” often a feature of modern fighter planes or attack helicopters but now see more benign use for display speed displays on the windscreens of someĀ  cars.

HUD of car speed

Heads Up Display of car speed

Learn Extreme will continue to explore the potential of AR and to track developments as we come across them.

Apr 22 2010

Example of Auguemented Reality – Telus, Canada

Augmented reality, the combining of real time video with a computer overlay, data, images, video, is an emerging technology that we think has real potential in enhancing learning experiences. This is a technology that is in its early development and many examples we have seen have been used for promotion.

This example we found on a Telus stand, Telus is a Canadian telecoms company. We have also seen a really good example developed by Lego so prospective purchasers can see what the finished article will look like when all those bricks are put together!

Second Sight is the first educational based example we have seen and will will be including posts and links about AR in education in the future.

Telus example of AR

Connected Education and using Second Sight on the PSP an AR applications.

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