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Chapter 4 Overview of technologies and system implementation 8

4.2 Flash experience

To deliver interactive multimedia for mobile devices one of the key requirements is the abil ity to deliver low-bandwidth animations, presentations, and dynam ic data-driven content. Currently there are two possible options available : using SVG-tiny (scalar vector graphic) or using Flash from Macromedia. SVG-tiny is an emerging standard for mobile devices championed by Adobe. At the time of implementation, SVG-tiny was stil l in draft form. Moreover there is a lack of good authoring software that supports SVG-tiny. Thus during the time of implementation, Flash offered the best option. However future implementations should monitor the development of SVG-tiny. It is a technology that has great potential. Flash offers a rich set of capabil ities such as action scripting capabil ities, variety of components and templates, and server-side connectivity for rapidly creating engaging applications, such as e-Ieaming (Flash 2003a, 2003b). According to NPD online research (NPD, 2005), F lash Player currently has a penetration of up to 98.7% worldwide while SVG p layer has only 1 1 .5%. This is another reason why Macromedia Flash was adopted for the design of interactive multimedia e-Ieaming content in this study.

4.2 . 1 Macromedia Flash Player

One of the key advantages of Macromedia Flash (F lash, 2003a) is its reusabil ity that can be used by a wide range of browsers, platforms, mobile and smart devices. These include Flash Player 6 for Microsoft Pocket PC PDA and Pocket PC Phone Ed ition devices. In addition, many major phone vendors are supported with Macromedia Flash­ lite. Thus a Flash object is capable of supporting and being utilised by various devices with minimum alteration. Moreover, Flash fi les are compact, making them perfect for wireless carrier networks where transfer rates range between 9.6 and 60 kilobytes per second (Kbps). Thus Flash is appropriate for the multiplatform e-Ieam ing environment where connecting speed varies widely.

Flash offers two types of players: ActiveX (DLL) and stand alone player (SAP). When using an ActiveX player, direct loading and playing is not supported. Thus content adaptation must be util ised to eradicate this slight problem. Flash content must be embedded within an HTML file through either hard coding or adaptation via transformation. The Flash Stand Alone Player (SAP) for Pocket PC is a client-side application. It allows flash content to be distributed together with a player and allows stand alone playing. This aspect seems to be advantageous if the e-Ieaming content is all flash. Where there is a separation between Flash content and other e-Iearning content, an

ActiveX version seems more appropriate. Moreover, SAP i s not free (unlike F lash Player) and is rather expensive. Thus in the multiplatform e-Iearning system the ActiveX player was adpoted.

4.2.2 Design issues with Flash and Pocket PC

Flash is a very powerful application: almost any type of content can be created in Flash for the Pocket PC platform. However, designing Flash content for a Pocket PC (PPC) is not as straightforward. Due to limitations of devices and browsers, several design issues require specific attention. These issues include performance, usability, technologies and optimisation (Flash, 2000b). During the course of implementing the multiplatform e­ learning system, several useful and relevant experiences were gained which can be summarised below:

i. Flash object

When using an object tag in HTML to embed the Flash object, the pixel option is to be used instead of the % option. The codebase attribute in the <OBJECT> tag should be deleted as the player is not down loaded in this manner. The <EMBED> <IEMBED> tag is not supported in pocket Internet Explorer and should be removed. Reducing unnecessary markup can lighten the entire transfer and allow a faster transfer and rendering.

ii. Screen orientation

Pocket PC allows portrait and landscape orientation, yet most designers and users are not aware of this option. Using a landscape orientation for the interface might suit the functionality and purpose of some appl ications. For example, in module 2 of the e-Iearning system that deals with the subject content regarding lens, using landscape orientation can provide a more complete view of the ray tracing than portrait orientation.

iii. Fonts and text

For applications or static graphics, F lash with embedded text can be used. PPC devices include Tahoma and Courier fonts. These fonts render well on b itmap displays at all resolutions, which is ideal for use on small screens were adopted in the multiplatform e­ learning system. In general, most sans-Serif fonts display better than Serif fonts. Serif fonts tend to lose their details on screens, creating a blur effect and should be avoided.

iv. Colour balance

Pocket PC has good colour depth from 4,096 to 65,535 colours. However PPC display technologies are not as advanced as desktop monitors and often have low contrast. Highly contrasting colours are therefore recommended to anticipate mobile environments. Also, graphics should have a high contrast ratio between colours and crisp edges in the details of the picture. Blue or black and white background was adopted.

v. Navigation

Navigation is an important usability factor in interactive Flash design. Factors influencing navigation design for Flash content are the amount and type of content, type of navigation, purpose of the application and user input method. Proper navigation design is required to ensure that all parts of the content are easily accessible without traps. In PPC, Flash objects can be dragged and moved across the display. This characteristic is seldom exploited and users are usually not aware of such navigation. In the muItiplatform e­ learning system implementation and evaluation, every participant was taught how to drag and move the Flash object across the display. A usability test is essential to achieve maximum satisfaction.

vi. Sound

Flash Player 6 for Pocket PC 2002 can be used to deploy sound, music videos, mobile entertainment, and animations. However, sound consumes large amounts of processing power and precious power resources. In current implementation the used of sound was minimum.

vii. Animation

Factors that influence the speed of animation are the amounts of animation, visual effects such as the use of tweening, masking, motions, alpha blending, complex vectors, and key frame selections. The amount of animation should also consider the processor speed and capabilities along with pedagogical considerations. Utilising a capabilities check can avoid unsatisfactory user experiences. Simple Flash was adopted without complicated tweening in the multiplatform e-Iearning system.

4.2.3 Summary

Using Flash for mobile devices is not straightforward. It is unlike designing with the PC in m ind. More comprehensive testing is required to ensure better usability. While Flash is supported by various devices there are still various slight differences between the devices. F inding a common denominator that works across each device with minimum modification is a cost effective choice. Many design aspects differ from the PC perspective. These differences support the assertion that an adaptive multiplatform e­ learning system is needed to provide a better learning satisfaction. The technologies that enable the multiplatform e-leaming system to be implemented are still evolving while the system is developing. The development of these technologies in the future will only further extend and enhance the capabilities of multiplatform e-leaming systems without affecting the underlying multiplatform e-learning system architecture. For instance, the processing power and memory of the devices will allow faster processing and decrease delays. The development of SVG-tiny allows interactive multimedia development for mobile devices instead of relying on Macromedia Flash. The full compliance of JavaScript will allow design to be more consistent across different platforms.

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