Motivation:
Classroom teaching needs to be adapted to children’s new environments
and ways of learning. Children are attracted to interactive video games
that follow a story line. The video games are engaging for hours. Many
games follow a story line where the character is on adventure. The children
experientially learn about the adventure world. Technology can be applied
in the classroom to create similar learning experiences.
Proposed Research:
Use technology to design experiential learning
Examples of technology in the classroom:
An interactive environment can be setup in the classroom. Equipped
with computers the students can send questions to the teacher, collaborate
on an in class assignment, lookup information on web-pages. Also using
computers can reduce the overhead of administering quizzes. The research
question is how to design the technology and evaluate its effectiveness.
Another example is to present the class material in the form of an adventure.
The teacher moves through a castle when teaching Math. The castle represents
the topic of mathematics and the individual rooms are the sub-fields, such
as algebra, geometry, etc. So if the dungeon is the room for geometry,
then to discuss geometry, the teacher takes the students to the dungeon.
The adventure shows the students how the sub-fields relate to one another
and fit into the overall field. This could be done with augmented reality
technology.
Motivation:
A TTS interface can improve a user’s experience on a desktop. It is
more relaxing to listen instead of reading large portions of text. It is
good for the blind, slow readers, and less straining for the eyes. The
sighted would be able to view images simultaneously while listening to
text describing them.
Proposed Research:
Design intuitive user interfaces for text-to-speech
Examples:
1. Improve the mechanism of selecting text. Currently the text to be
spoken needs to be highlighted and copied. A more intuitive user interface
would be to start reading the text according to position of the cursor.
2. Improve the mechanism to stop and resume the reading, which is currently
controlled with buttons. Using the buttons requires the overhead
of moving a mouse to and from the buttons. A better technique would be
to allow any keystroke to interrupt the reading; for example while proofreading
a text the person will interrupt the reader to make changes to the text.
Following interruption the cursor is placed at the last word that is read,
which is likely to be close to the edited word.