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Structure and Tools Multimedia titles have structure or
architecture Navigational structure determines how user
can go through the overall content Activity structure determines how learner
interacts within a local activity on a screen Can you provide an example of each? Why do e-learning designers especially need
to plan navigational and activity structures? Different models of structure lend
themselves to different multimedia development tools
Linear Present content sequentially
Which relies more on linear structure: UC or AE?
Why might a linear structure seem less interactive, under user’s control? But how can it still be interactive?
Why might it be a good idea to start by designing a a linear structure, then elaborate?
Hierarchy Tree: root is main menu screen,
with branches to sub-menus or leaf screens How are The Universal Computer and
The Analytical Engine organized with a hierarchical structure?
What are the pros and cons of this approach?
How can drawbacks of hierarchical structure be overcome?
Multi-track Multiple streams of synchronous media User can switch between different channels in focus,
or collage several together I.e., you can watch a full-screen movie, or call up a
sidebar with text and/or control buttons How does UC feature a limited use of multi-track? Cartoon Guide to Physics has three distinct tracks:
One track has user-driven experiments with laws of physics In Lucy’s World track, a character explains physics as a story Hall of Fame track provides biographical and in-depth info
Interactive stories
User controls order of outcome of story
Branching story structure: Starts with common trunk User chooses between different branches Example in UM: A Taste of C++
Why are branching structures more expensive to produce?
Web stories Initial sequence, or “cut scene,” sets
the stage, introduces characters, etc. User then explores a “web” of places
to collect clues and meet more characters
When you solve a key to puzzle, another cut scene advances the story some more, opening the doors to new web of places
Virtual space
A familiar multidimensional space, such as a room or a book, which users know intuitively how to navigate though.
How would a book UI support this? To what other structure is
a virtual space usually similar?
Modular Independent media objects which user
can manipulate Barbie game lets children mix & match
dolls, houses, clothing & accessories Pieces are independent of each other could
even be sold as separate units Constructive: each piece has behaviors that
combine to create unpredictable interactions
Why might a constructive approach be useful for e-learning?
Simulation Build a model of some slice of the real
or imaginary world, then run it Popularized by games like SimCity What kind of e-learning applications are
especially suitable for simulations? Immersive training or testing applications
Can simulations be useful for other e-learning applications? See Turing Machine in The Universal
Computer
Reflection
Linear, hierarchical, interactive story, web story, virtual space, modular, or simulation—which navigational structure(s) might you use in your project? Why? Justify your answer in terms of your content, your audience, what you believe will facilitate learning, and ease or difficulty of development.
Authoring tools
Software for creating multimedia titles
Authoring tools match with different architectural styles
Range in a continuum from general languages like C++ and Java to specialized tools like HyperCard, Toolbook, Director and Authorware
Cards and Stacks Metaphor of index cards, which developers
arrange into stacks of cards Hypercard: the first popular multimedia
authoring tool, for Macintosh Supercard adds better color and richer media
types Thus cards can link to other cards in a stack
structure, and stacks link to other stacks Good for creating hierarchical and linear
structures, simple interactive stories and simulations
Myst authored in Hypercard
Time-based tools Metaphor is a film director constructing a title out
of scenes in a movie set Director assembles a cast of characters Characters (sprites) move on a stage Plots created as a score of frames Flash borrows its UI from Director, fine-tuned for
web What kind of navigational structures can we
create with these tools? Good for linear, multi-track or hierarchical
structures, especially with animation Especially strong at arranging synchronization of
sprite behaviors
Icon-based tools Metaphor is a flow line onto which developer drags
elements Authorware, IconAuthor: visual programming
by combining media building blocks What kinds of structure can you create with icon
tools? Linear structures are obviously easy Hierarchical structures supported with “maps” and
“frames” that nest other flow lines Menu structures are possible with user interactions Different elements can execute concurrently; thus
multi-tracking structures and animations are possible
Scripting languages For programming event handlers, e.g.:
on mouseUppause [stop the animation]
end mouseUp Event may occur on any part of a card,
sprite, frame or icons Director’s Lingo is known as a very rich
scripting language Authorware and Flash also have
scripting languages
Object-oriented tools Artifacts using self-contained units with well-
defined interfaces Smalltalk, C++. Python, Java, ActionScript 3.0 Also mTropolis, ScriptX and MediaForge Dynamic binding lets objects determine what
behaviors mean at run-time Especially suitable for modular or constructive
models and simulations Kaleida's DreamScape:
http://www.catalog.com/hopkins/lang/scriptx/demo/demo1.html
General programming languages Visual Basic and Java use an event-
driven model: code attached to objects waits for user- or system-triggered events, then springs into action
Java comes with a rich library of classes, including Swing and Java Media Objects library
C# is Microsoft’s answer to Java Good for simulations and may improve
performance Why is it generally better to use a more
specialized tool for multimedia applications?