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Wireframe of initial system concept

3.5 Speci�cations

The following speci�cations were established before beginning development. These repre-

sented the essential functionality that the working prototype required. • No UI elements should appear on borders between tablets.

• Most aspects of the interface should be hidden to save screen space.

• The application must allow users to drag and drop images and text on canvas. • Users must be able to add and edit text/captions.

• Users must be able to create links between images and text.

• Users must be able to edit and delete existing text, images and links.

• Images should be able to be dragged and dropped from the an "inventory" of photographs. • The application should be responsive to display on all conditions.

• Text objects should distinguish between a word given at the start and one added by participants.

• Sound e�ects should be used to make it more enjoyable to use.

3.5.1 Conclusion

This section has described the process that was undertaken to design the networked tablets system, as well as the design of the software which was run, almost identically, on the touch table and the laptop. The following chapter will discuss the process of implementing a work- ing prototype which enabled the evaluation of the design and, through this, produced results relevant to the original research questions.

Implementation and Functional

Prototype

This chapter describes the creation of a working, testable prototype. This prototype was cre- ated to be robust enough to be used in a classroom environment for the purpose of providing evidence to answer the research questions and conduct a user evaluation. The system created was consistent with the prototype design proposed in the previous chapter.

The system builds on theHuddleLamp1 open source project published by R. Rädle et al [4].

HuddleLamp uses theMeteor2Javascript framework to synchronise the devices with a clien-

t/server network. Changes made on one tablet update the central database with this informa- tion which is then updated on the other tablets. HuddleLamp also provides a computer vision engine to track tablets and phones using the Creative Senz3D, however this functionality was not used as it was deemed not robust enough for a classroom environment.

4.1 Hardware

4.1.1 Tablets

All teachers interviewed reported the use of iPads and iPad minis, indicating that these are a commonly used device in New Zealand schools. Because of this tablets used in the project were iPads, although a Samsung Galaxy Tab was also used in the development process. These tablets provided a high-resolution screen and signi�cant processing power. The total screen size pro- vided by four networked tablets (the arrangement used in the study) was 492mm (diagonal) with a resolution of 2048 x 1536.

1www.huddlelamp.org 2www.meteor.com

Initially, the researcher considered incorporating hardware to track the tablets if they were moved or rotated. By tracking the tablets when they moved in any direction, the canvas could be updated so the tablet acted as a moving window onto the digital canvas. The HuddleLamp computer vision based solution was tested at the start of this development process. This track- ing uses theCreative Senz3d3 camera and theOpenCV4 library. It locates devices based on

the low IR re�ectance of black bezels, enabling tracking without markers. The testing showed that the system could track at around 20fps, and in a range of lighting conditions. However, this system was found to commonly lose track of the tablets when users placed their hand be- tween the tablets and the camera (occlusion), as well as when tablets were placed near to one another. In the context of a collaborative activity, where users were expected to move objects across tablets and would almost certainly cover the corners of the tablets, this solution had to be abandoned. This did however o�er the bene�t of forcing the system to be created without any technology that schools do not commonly have available.

Also, the paper prototyping exercise showed that the task did not require a large amount of work space. While constant tracking may be required for a larger digital canvas, in this task four tablets were expected to provide enough screen space to e�ectively complete the task. To resolve some of the issues created by not having live tracking, a gyro sensor approach was taken. This enabled the tablets to be rotated, while rotating the image on the screen in the opposite direction. This meant that the image stayed aligned to the surrounding tablets, reducing the chance of confusion due to objects not aligning between tablets. This had the advantage of not placing any additional hardware requirements on the system, and was a more robust solution than the computer vision tracking.

4.1.2 Table

The touch table used in this study was a 850mm (diagonal), 1920 x 1080 resolution screen�tted with a PQ Labs multi-touch overlay (see Figure4.1). This screen was powered by a Windows- based laptop, which also ran the application server. A multi-touch driver was provided for this overlay which enabled multi-touch to be registered by Windows, therefore enabling multi- touch in the application, as it was run in the browser.

In order to enable typing on this condition the Chrome extensionVirtual Keyboard5was used.

This enabled the keyboard to be shown and hidden automatically when a user tapped to select the text input tool. Although the Windows on-screen keyboard was tested it proved di�cult to

3http://us.creative.com/p/web-cameras/creative-senz3d 4www.opencv.org

5https://chrome.google.com/webstore/detail/virtual-keyboard/