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Multimedia courseware development is a
time-consuming, complex, expensive and collaborative activity. The fact that most of the
courseware development today is "project" based is an indication that we need a
robust approach to the problem. This tutorial will
present:
* an argument to the need of a methodical approach to courseware development,
* a methodology which can be scaled up to meet the current need,
* the tutor's Virtual Apparatus Framework which can be used to build pedagogical
components,
and demonstrate:
* how to build components using the VA framework,
* how such components can be used in web-based courses.
This approach acknowledges the contribution
of each member of the development team, provides a mechanism for communication between
team members and emphasis on the "engineering approach" in order to develop a
course. The components created are cross-platform, cross-browser and integrate the major
technologies for web content creation.
This tutorial is for educators
planning for web-based course delivery. After the tutorial, participants will
have a better understanding of:
* the limitation of most of the current course delivery software,
* the VA approach to the multimedia courseware development,
be able to provide directions for:
* creating pedagogical components,
* using them in web-based courses,
receive a CD (or equivalent) which provides further information in adapting the VA
approach in web-based courses.
Saturday, Nov. 7
8:30 AM - 12 Noon
Adaptive hypermedia (AH) is a new direction
of research on the crossroads of hypermedia and adaptive systems. Adaptive hypermedia
systems build a model of the individual user and apply it for adaptation to that user, for
example, to adapt the content of a hypermedia page to the user's knowledge and goals, or
to suggest the most relevant links to follow. AH is especially useful in situations where
a hypermedia application is used by individuals with different goals and knowledge and
where the hyperspace is reasonably large. Currently, AH is a leading technology for
developing adaptive Web-based systems such as Web-based courses and shopping malls.
The goal of the tutorial is to
present a comprehensive introduction into adaptive hypermedia for "Web-oriented"
audience. It will cover the following issues: a brief review of adaptive hypermedia ideas
and existing Web-based systems, a detailed description of several efficient but
easy-to-implement adaptation techniques, and a brief review of several experimental
studies of Web-based adaptive hypermedia.
Intended Audience/Level:
The tutorial will be useful for researchers in the area of advanced Web-based systems as
well as for practitioners who can benefit from making their Web-based systems adaptive. No
special knowledge is required for successful completion of the tutorial, however a 10-
hour experience of work with the Web is desirable.
Saturday, Nov. 7
8:30 AM - 12 Noon
VRML (the Virtual Reality Modeling
Language) is an international standard for describing 3-D shapes and scenery on the World
Wide Web. VRML's technology has very broad applicability, including web-based
entertainment, distributed visualization, 3-D user interfaces to remote web resources, 3-D
collaborative environments, interactive simulations for education, virtual museums,
virtual retail spaces, and more. VRML is a key technology shaping the future of the web.
Participants in parts 1 and 2 of this
tutorial learn how to use VRML 97 to author their own 3-D virtual worlds on the world Wide
Web. Participants learn VRML concepts and terminology and techniques for increasing
performance and realism. Both tutorials include numerous interactive VRML examples
demonstrating VRML features and techniques.
In part 1 of this tutorial,
participants learn how to create VRML files, build primitive shapes, and transform those
shapes to place them within a 3-D environment. Participants also learn how to control
shape appearance, group shapes, animate shape position, orientation, and size, and trigger
animations based upon viewer actions.
Saturday, Nov. 7
8:30 AM - 12 Noon
This tutorial will teach web-site design
skills, based on new scientific knowledge in the areas of cognitive science, complex
systems science, and computer science. The workshop will focus on design methods and
interface strategies that can improve the effectiveness of training-oriented web-sites,
including:
1) how to apply methods and findings of
cognitive science to web-site design,
2) how to apply insights from complex systems theory to the design of web-based
learning environments,
3) how to use innovative tutoring strategies validated at AFRL for web-based
learning environments,
4) new ways to think about advanced training technologies with examples drawn from
projects under development for the U.S. military.
Intended Audience/Level:
Intermediate skill level for web-site designers and decision-makers.
| T5 |
Using Adaptive Hypermedia for Web-based
Education
Paul De Bra, Technical Univ. Eindhoven, The
Netherlands; Peter Brusilovsky, Carnegie Mellon Univ., USA |
Adaptive hypermedia (AH) techniques are
used to adapt Web-sites to each individual user (or user group) in order to provide (links
to) the most relevant information for that user. The tutorial "Adaptive Hypermedia
and its Implementaion on the World Wide Web" provides valuable (but not strictly
necessary) knowledge for attendees of this tutorial. It explains all different methods and
techniques used in AH systems. During this tutorial we will demonstrate the creation of
adaptive Web sites using two different AH systems:
* An adaptive hypermedia engine
"AHA" was developed at the Eindhoven University of Technology, by Paul De Bra.
Adaptive hyperdocuments in this system consist of (standard) HTML pages. Authoring the
pages for AHA-hyperdocuments is easy. AHA can be used with any standard Web server.
It consists of CGI- or FCGI-scripts written in Java.
The presentation can (and must) be
determined entirely by the author. This includes the choice of an optional frames
structure and the (Javascript) code to keep frames synchronized. A choice of link colors
determines whether adaptive link hiding or adaptive link annotation is used. During the
tutorial AHA will be used on a PC with Windows'95, but AHA can be used in the same way on
Unix workstations.
* Interbook was developed by Peter
Brusilovsky and Elmar Schwarz. It provides tools for generating guided tours for
users who have a specific goal, as well as adaptive navigation for users who with to
explore the whole adaptive hyperdocument. Interbook uses a frames presentation structure
which is kept synchronized by the system itself. It provides information on the concepts a
user has learnt and concepts still to learn to achieve a given goal. Interbook uses a
Lisp-based Web server and software. During the tutorial an adaptive Interbook document
will be developed on a Macintosh.
Intended Audience/Level:
Attendees of this tutorial should have some experience with creating (static) Web pages.
They will learn how to create adaptive Web pages in general, and get a demonstration of
authoring for AHA and Interbook.
VRML (the Virtual Reality Modeling
Language) is an international standard for describing 3-D shapes and scenery on the World
Wide Web. VRML's technology has very broad applicability, including web-based
entertainment, distributed visualization, 3-D user interfaces to remote web resources, 3-D
collaborative environments, interactive simulations for education, virtual museums,
virtual retail spaces, and more. VRML is a key technology shaping the future of the web.
Participants in parts 1 and 2 of this
tutorial learn how to use VRML 97 to author their own 3-D virtual worlds on the world Wide
Web. Participants learn VRML concepts and terminology and techniques for increasing
performance and realism. Both tutorials include numerous interactive VRML examples
demonstrating VRML features and techniques.
In part 2 of this tutorial,
participants learn how to map texture images to shapes, control texture mapping, and add
lights, fog, backgrounds, and sound to 3-D environments. Participants also learn how to
control detail, change the viewpoint, control navigation, sense the viewer's location, and
extend VRML using prototypes, Java, and JavaScript.
This tutorial will introduce the
participants to the relatively new procedure of site-level authoring, in which
hypertext authors concern themselves with issues pertaining to the site as a whole (e.g.,
uniform design, reachability). The tutorial will be based upon a number of academic
site-level authoring tools, including ASML (the automated site markup language), Webmaker,
Siteweaver, HtX, and SiteView. We will also touch on commercial tools, such as Adobe
SiteMill; however, commercial tools often provide fewer facilities than the academic
tools.
Participants will leave the tutorial
with a better understanding of the potential of site-level authoring tools, an overview of
current tools for site-level authoring, and sufficient understanding to evaluate tools for
their projects.
Intended Audience/Level:
This tutorial should be accessible to both beginning and advanced web authors, provided
they have some experience with HTML.
This tutorial provides a systematic
approach and a methodological framework for doing research on the Internet and the World
Wide Web. It instructs the participants in the appropriate methodology to acquire,
evaluate, and cite resources within the context of a research project. Activities that
demonstrate the skills and strategies that are introduced will be interspersed throughout
the tutorial. Each participant will receive a copy of the presenters' book "Searching
and Researching on the Internet and the World Wide Web," Franklin, Beedle &
Associates, 1997.
The research process has been
revolutionized with the advent of the World Wide Web. In order to use the Internet and the
Web in the fullest way possible, researchers need to know when to use directories, search
engines, or specialized databases. They also need to know how search tools are constructed
and how to design a search strategy using these tools in order to retrieve the most
comprehensive and precise results. After gathering results, it then becomes vital for the
researcher to determine what is a quality resource. Information on how to properly cite
the resources is also a necessity.
Intended Audience/Level:
The tutorial is designed for people in any profession who feel their work would be
enhanced by participating in a structured tutorial dealing with searching and doing
research on the Internet and the World Wide Web. Participants ought to have some
experience (although it need not be extensive) using a Web browser.
Participants should be familiar with basic
algebra and geometry. Computer graphics and programming knowledge are not required.
The morning session of this two-part
tutorial is focused on choosing a web site database tool. The first part of the session
introduces the different classes of web database tools, ranging from inexpensive PC-based
applications to enterprise-class server solutions, with a focus on the advantages and
disadvantages of each type of tool. The remainder of the session will focus on identifying
specific criteria for comparing web database tools. The four major areas of concentration
are the purpose of the tool, the technology behind the tool, support issues for
implementing the tool, and real world experiences with using the tool. By the end of the
session, participants should be able to use these criteria to evaluate the best options
for web database tools in their home environment. The instructor has worked extensively
with a number of specific web database tools and will discuss them as time and interest
permit. For more information, see my web site at http://nmc.itc.virginia.edu/jpa5n/WebNet98/
Intended Audience/Level:
This tutorial is aimed at anyone interested in incorporating databases into their web site
(or the Web into their databases) and assumes only basic knowledge about the Web.
Participants who frequently deal with web design, site management, networking, and/or
database development will benefit most. Project managers and technology professionals who
are responsible for making technology decisions are particularly encouraged to attend.
Sunday, Nov. 8
8:30 AM - 12 Noon
This tutorial will provide a brief
introduction to the Java programming language and its use in developing useful and
interactive web applications. It will not be a guide to using pre-developed applets;
rather, it will guide participants in the steps necessary to create their own applets.
Along the way, we will examine a number of sample applets, discuss object-oriented design,
visit Java's features, and build our own applets.
Participants in the tutorial will
receive an introductory guide to Java programming, source code for the sample applets, and
a list of resources for further study.
Intended Audience/Level:
Participants are expected to have background in some programming language, but do not need
any background in Java.
Sunday, Nov. 8
8:30 AM - 12 Noon
| T11 |
Adopting
XML: Tomorrow's Web
Simon Brooke, Internet Business Services Consulting, Scotland; Gordon Howell,
Internet Business Services Consulting, Scotland |
Key business, technical and management
issues concerning the new XML (eXtensible Markup Language) standard.
Course Description:
A one day workshop which gives an overview of the present state of development and future
prospects for XML, the proposed new open standard for Web documents. The workshop includes
some technical material and hands-on elements. Participants should have a working
knowledge of HTML.
Who should attend:
Web developers, Web development managers.
Course Objectives:
The course is intended to help you:
* Understand the underlying technology of
XML
* Understand the benefits offered by XML, and their costs
* Be aware of the current state of the standardization of XML
* Be aware of commercial implementations and market commitments to XML
* Be aware of available tools for generating XML documents
* Understand the issues required in switching to XML from other technologies
* Decide whether, and when, to switch your Web development to XML
Course Outcomes: The
delegate will understand how XML fits into the architecture of the Web, and will have the
resources to develop a strategy for incorporating XML into their organizations' Web
presence, or for converting an existing Web presence entirely to XML.
* Course Notes
* Set of Online and Published references
* XML Strategy Workbook
* Presentation of Information
* Worked case-study
* Hands-on investigation
* Personal plan workbook
* Key features
* Differences from HTML
* Differences from SGML
* the World Wide Web Consortium
* Netscape Communications Corporation
* Microsoft Inc
* Other significant players
* Glitz and eye-candy
* Meta information frameworks: benefits for searching and indexing
* Benefits for dynamic content
* Benefits for precise layout and visual appearance
* Limitations and costs
Anatomy of an XML system (case study),
Extending an XML system (hands-on workshop), XML in your context
* Applications which will benefit greatly
from XML
* Applications which will benefit little from XML
* Early adoption: arguments for
* Organizations which should aim to be early adopters
* Wait and see: arguments for
* Organizations which should aim to wait and see
* Hybrid strategy: arguments for
* Organizations which should adopt a hybrid strategy
Review of Tools and Technologies
Sunday, Nov. 8
8:30 AM - 12 Noon
This tutorial is intended for instructional
designers who wish to develop dynamic web pages and create interactive environments on the
Internet. Through the use of Javascript and simple CGI programming in languages such as
Perl, web pages can be dynamically generated to allow interactions and improve
maintainability.
The tutorial will start with a an
introduction to browsers, web servers and CGI and where to acquire necessary tools. Server
and client side processing as well as the creation of interactive multimedia web pages
will be discussed.
A short introduction will be given to
HTML and Javascript; and will be followed with an introduction to using Perl. Libraries to
produce HTML, Javascript and Perl will be given to participants as well as links to online
tutorials for later use. Finally some samples of CGI scripts and larger dynamic systems
and newest versions of HTML will be demonstrated and explained.
Intended Audience/Level:
Intermediate to advanced. Basic knowledge of HTML and some knowledge of programming is
recommended.
Participants should be familiar with basic
algebra and geometry. Computer graphics and programming knowledge are not required, though
both are helpful for some of the advanced topics at the end of part 2.
Abstract: The
afternoon session of this two-part tutorial is focused on using web databases to develop
applications. This tutorial is designed to demonstrate a wide range of typical
applications for web databases and illustrate them with real-world examples. The tutorial
begins with a brief discussion of the various purposes of web databases including dynamic
publishing, information transactions, data storage and retrieval, and general web-database
applications. The next section of the tutorial provides an overview of database technology
and design principles for web applications.
The remainder of the session focuses
on specific types of projects including media-management systems, web discussion forums,
and collaborative data processing. The instructor has worked extensively with a number of
web database projects and will discuss them and the tools used to build them as time and
interest permit. For more information, see my web site at http://nmc.itc.virginia.edu/jpa5n/WebNet98/
Intended Audience/Level:
Anyone interested in combining databases and the Web is encouraged to attend this session.
General knowledge of the Web, databases, and web database tools would be helpful (such as
Choosing and Using a Web Database Part I), though not required. Webmasters and project
managers are particularly encouraged to attend.
Sunday, Nov. 8
1:30 - 5 PM
Aimed at business development, marketing
and other executives considering Electronic Commerce.
Who should attend:
Business development managers, IT systems architects, consultants, electronic
marketing specialists.
Electronic Commerce has been targeted
by National Governments worldwide (but especially the USA) as a strategic issue. Companies
undertaking EC because they can create new markets, new points-of-sale, automate trading
relationships and redesign their fundamental business operations. As such, the term is
loosely defined and subject to abuse.
* to give delegates a rounded understanding
of the strategic importance of EC
* to explain the areas of application of EC
* to explain the technology of EC both now and in the future - especially secure commerce
systems, and payment technology
* to allow delegates to experience these systems in practice
* to encourage delegates to evolve their personal EC development plans.
1. The evolution of Electronic Commerce and
key security issues
2. EC technology in application
* A look at the browser in EC (digital
certs, purses, java and other tools to implment EC)
* Catalogues as technology and as metaphor
* consumer catalogue servers as commerce servers
* business to business secure transactions
* business to business commerce communities (creating a trading environment)
* EDI and the internet
* Electronic cash and remittance technology credit (account-based) systems
(SET - Visa, mastercard, Cybercash) bank interface technology bearer cards
(Mondex, Digicash etc)
3. Case Studies of good practice
* Trading partnership agreements
* Internal management
* Consumer laws and EC
* Effect on 'The Contract'
Sunday, Nov. 8
1:30 - 5 PM
Much of Java's appeal derives from the
ability to create applets with graphical user interfaces (GUIs) that can be delivered
across the web. This workshop introduces the participant to Java's support for these GUIs.
The technical focus is on writing applets using the Abstract Windows Toolkit (AWT). The
key AWT topics covered are: the JDK 1.1 event model, layout management, manipulation of
text and graphic shapes, graphical components including buttons, lists, and checkboxes,
and threads and their application to GUI programming. Java provides clean interfaces to
each of the above elements, allowing even the relative novice to create appealing
interfaces.
This workshop also introduces some
issues in applet design. In particular, we examine the MVC (model/view/controller)
approach, which imposes a separation between the user interface and the underlying
application. This allows changes to the interface to be made without disturbing the
application.
The workshop employs a pedagogic
strategy that is suitable for incorporating this material into introductory programming
classes. The strategy itself will also be a topic of the workshop.
Intended Audience/Level:
Participants should be familiar with the Java language though not necessarily the AWT.
Some familiarity with object-oriented concepts including classes, methods, messages,
inheritance, interfaces and polymorphism (method overriding) is required.
Sunday, Nov. 8
1:30 - 5 PM
Participants in this workshop will learn
how to implement specific procedures for evaluating interactive learning at all levels of
education and training. The content of the workshop includes specific plans, strategies,
and tools for evaluating interactive learning systems during both development and
implementation. A variety of print and electronic resources will be provided.
The following topics will be
presented in this workshop:
* Establishing a Rationale for Evaluating
Interactive Learning
* The Facets of Evaluation for Interactive Learning
* How to Prepare a Plan for Evaluating Interactive Learning
* Specific Strategies for Evaluating Interactive Learning such Usability Testing
* Reporting Evaluations for Maximum Effect
* Ten Commandments for Evaluating Interactive Learning
After attending this workshop, the
participants will be able to perform the following tasks:
1. Describe different paradigms for
evaluation in education and training.
2. Implement different facets of evaluation for interactive learning:
3. Write an evaluation plan for various forms of interactive learning.
4. Evaluate interactive learning in a variety of practical situations.
5. Analyze the data collected during an evaluation.
6. Report an evaluation of interactive learning for maximum impact.
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