Abstract
Few common devices currently used in classrooms for collaboration include computers, projectors, interactive whiteboards and multi-touch devices. Such devices are often expensive and not easily acquirable to all. We propose a low-cost multi-touch collaborative surface that can be created using a simple and inexpensive gaming device, Nintendo’s Wiimote. Wiimote and hand-made IR-LED pen was combined to setup the multi-touch surface. IR sensor in Wiimote was programmed to accurately track the IR signal from the IR-LED pen. Our system can be used to create a multi-touch surface anytime-anywhere and thus overcoming the mobility constraints that exist with current systems. Proposed system was found to be effective for collaborative classroom activities through the closed-group experiments conducted at multiple workshops on certain digital-media based classroom activities. Through the proposed system we have created a pathway to bring in gaming devices to classroom to make learning fun and more engaging with less complex setup and at an optimized cost.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Shi, Y., Xie, W., Xu, G., Shi, R., Chen, E., Mao, Y., Liu, F.: The smart classroom: merging technologies for seamless tele-education. IEEE Pervasive Comput. 2(2), 47–55 (2003)
Nintendo: www.nintendo.com
Nintendo: In depth regional Wii coverage. http://wii.nintendo.com/controller.jsp. Accessed 23 March 2007
Shih, M., Feng, J., Tsai, C.-C.: Research and trends in the field of E-learning from 2001 to 2005: a content analysis of cognitive studies in selected journals. Comput. Educ. 51(2), 955–967 (2008)
Cope, C., Ward, P.: Integrating learning technology into classrooms: the importance of teachers’ perceptions. Educ. Technol. Soc. 5(1), 2002ISSN 1436–4522 (2002)
Lai, C.-C.: The advantages and disadvantages of computer technology in second language acquisition. Doctoral Forum Natl. J. Publishing Mentoring Doctoral Student Res. 3(1) 2006
A-View: http://www.aview.in/
DiamondTouch: http://www.circletwelve.com/
Microsoft PixelSense: http://www.microsoft.com/en-us/pixelsense/default.aspx
Apple: https://www.apple.com/in/
Cubit: http://labs.nortd.com/cubit/
Lee, J.C.: Hacking the Nintendo Wii remote. IEEE Pervasive Comput. 7(3), 39–45 (2008)
Sreedharan, S., Zurita, E.S., Plimmer, B.: 3D input for 3D worlds. In: OZCHI ’07: Proceedings of the 2007 Conference of the Computer-Human Interaction Special Interest Group (CHISIG) of Australia on Computer-Human Interaction: Design: Activities, Artifacts and Environments, pp. 227–230. ACM (2007)
Linden Lab, Second Life: www.secondlife.com
Shirai, A., Geslin, E., Richir, S.: Wiimedia: motion analysis methods and applications using a consumer video game controller. In: Sandbox ’07: Proceedings of the 2007 ACM SIGGRAPH Symposium on Video Games, pp. 133–140. ACM (2007)
Pedersen, L.J.F., Tøgern, A.S.: Styring af objekter i 3D vha. Wii-controller. Under graduate report at DIKU (2007)
Schou, T., Gardner, H.J.: A wii remote, a game engine, five sensor bars and a virtual reality theatre. In: OZCHI ’07: Proceedings of the 2007 Conference of the Computer-Human Interaction Special Interest Group (CHISIG) of Australia on Computer-Human Interaction: Design: Activities, Artifacts and Environments, pp. 231–234. ACM (2007)
Looser, J., Billinghurst, M., Grasset, R., Cockburn, A.: An evaluation of virtual lenses for object selection in augmented reality. In: GRAPHITE ’07: Proceedings of the 5th International Conference on Computer Graphics and Interactive Techniques in Australia and Southeast Asia, pp. 203–210. ACM (2007)
Slay, H., Sieborger, I., Hodgkinson-Williams, C.: Interactive whiteboards: real beauty or just, lipstick? Comput. Educ. 51(3), 1321–1341 (2008)
Lorento-Leal, A., Fernandez, J., Montero, J.M.: Development of a Wiimote-based gesture recognizer in a microprocessor laboratory course. Innovation Project, UPM
Hallaway, D., HoLLerer, T., Feiner, S.: Coarse, inexpensive, infrared tracing for wearable computing. In: 2013 IEEE International Symposium on Wearable Computers
Dooly, M.: Constructing knowledge together. In: Telecollaborative Language Learning: A Guidebook to Moderating Intercultural Collaboration Online (2008)
Aleotti, J., Caselli, S., Micelli, V.: Assessment of the Wiimote as a tangible user interface for interactive virtual environments. In: 2013 IEEE International Conference on Systems, Man and Cybernetics
Cheong, S.N., Yap, W.J., Chan, M.L.: Design and development of a cost effective Wiimote-based multi-touch teaching station. Inf. Technol. J. 9(3), 589–594 (2010). ISSN 1812-5638
Uweschmidt.org, wiimote-whiteboard: http://www.uweschmidt.org/wiimote-whiteboard
Linux-Whiteboard: https://code.google.com/p/linux-whiteboard/
Iwiiboard: http://www.iwiiboard.com/index.html
GTK Wiimote Whiteboard: http://www.stepd.ca/gtkwhiteboard/
Acknowledgments
We are grateful for the support and facilities provided by Amrita Vishwa Vidyapeetham University and Amrita E learning Research lab in successfully completing the experimental work and in data analysis.
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2016 Springer India
About this paper
Cite this paper
Lekshmipriya, R.K., Kumar, A., Mahadevan, D., Bijlani, K. (2016). Classroom Collaboration Using an In-Home Gaming Device. In: Shetty, N., Prasad, N., Nalini, N. (eds) Emerging Research in Computing, Information, Communication and Applications. Springer, New Delhi. https://doi.org/10.1007/978-81-322-2553-9_26
Download citation
DOI: https://doi.org/10.1007/978-81-322-2553-9_26
Published:
Publisher Name: Springer, New Delhi
Print ISBN: 978-81-322-2552-2
Online ISBN: 978-81-322-2553-9
eBook Packages: EngineeringEngineering (R0)