viaPlace - A Framework to Provide Location-based Services & Experiences

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    Notes on slide 1

    No mention of progressive download through video embedded in a swf. This is a method used before flash 6 (I think). (please review?)

    No mention of progressive download through video embedded in a swf. This is a method used before flash 6 (I think). (please review?)

    No mention of progressive download through video embedded in a swf. This is a method used before flash 6 (I think). (please review?)

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    No mention of progressive download through video embedded in a swf. This is a method used before flash 6 (I think). (please review?)

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    *Build your own player, you can control your own content. **Interactive video?

    1 Favorite

    viaPlace - A Framework to Provide Location-based Services & Experiences - Presentation Transcript

    1. viaPlace – Location Based mobile Learning Todd Marks President & CEO Mindgrub Technologies LLC [email_address] tmarks@umbc.edu
    2. Location Based Mobile Learning
      • History of eLearning?
      • Web 2.0
      • Immersive Experiences
      • Examples: 600Block
      • Latitude, viaPlace
      • Barriers and Challenges
      • Questions
    3. History of eLearning
    4. In The Beginning : Classroom Instruction
    5. In The Beginning : Classroom Instruction
      • Pros
      • Real-Time Collaboration
      • Ability to address Audio, Visual, and Kinesthetic Learners
      • Incorporation of Multi-Media
      • Common Whiteboard
      • Ability to share Documents and Hand-Outs
      • Ability to monitor progress
      • Cons
      • Have to Physically Meet
      • Not Typically Recorded
      • Very Difficult to Catch Up when not attending
    6. And Then, Distance Learning
      • Distance Learning Labs were established to allow students access to subject matter experiences where the teacher and the student where in separate locations
    7. Web 1.0 is a retronym referring to the state of the World Wide Web in the 90’s when it was largely static pages with html text and gif buttons. T
    8. Web 1.0 eLearning? Informal: Chat, Discussion Boards Formal: Page Turners
    9. eLearning Products
    10. Definition of eLearning
      • eLearning is pedagogy empowered by digital technology 1
      • 1 http://en.wikipedia.org/wiki/E-Learning
    11. Meanwhile?
    12. Google Trends: eLearning
    13. Where are we Going?
    14. Changes in the Web 2.0 (Dawn of the End-User) v
    15. Definition of the Web 2.0
      • Perceived second generation of web based services such as social networking sites, wikis, communication tools, and folksonomies
      • (O’Reilly Media, 2004)
    16. Definition of the Web 2.0
      • User Centric Design
      • Rich Internet Applications
      • Rich eLearning
      • Social Media
      v
    17. Definition of Social Media
      • Social Media can take many different forms, including Internet forums , weblogs , social blogs , wikis , podcasts , pictures and video. Technologies include: blogs , picture-sharing, vlogs , wall-postings, email , instant messaging , music-sharing, crowdsourcing , and voice over IP , to name a few. 1
      • 1 http://en.wikipedia.org/wiki/Social_media
      v
    18. Evolution of Web 2.0 Informal Learning
      • Usenet  Wikis  ICQ Friendster  LinkedIn  MySpace  Facebook  Twitter
    19. Evolution of Web 2.0 Formal Learning Adobe Connect is one of the pioneers of synchronous online learning
    20. Evolution of Web 2.0 Formal Learning
    21. Evolution of Web 2.0 Formal Learning
    22. Evolution of Web 2.0 Informal or Formal? Second Life, There.com, WMTV.com Second Life, There.com, WMTV.com
    23. Web3.0
    24. Definition of the Web 3.0
      • The Web 3.0 is the next paradigm shift of the internet taking the best of web 2.0, including rich internet applications and social media, and bringing them to mobile devices, netbooks and digital signage. Information is searched for, filtered, personalized and delivered to end users based on preferences, biofeedback and location. 1
      1 http://www.mindgrub.com/web3.0
    25. Definition of the Semantic Web Semantic Web is an evolving extension of the web 3.0 where information is tagged in relation to use and context so that it and similar information can be delivered more effectively to humans and machines
    26. Smaller Bits of Information
    27. Smaller Bits of Information 40404: “In the middle of my augmented reality, viaPlace presentation at #SALT. Tweet me @mindgrub and let me know what you think?”
    28. Social Media on Your Smart Phone
    29. How Did We Get Here?
    30. Case Study: Facebook
    31. Location Enabled Social Media
    32. Case Study: Loopt Loopt, Flagr, Whrrl, Buzzd, Zhiing, Urban Spoon
    33. Case Study: Zhiing Loopt, Flagr, Whrrl, Buzzd, Zhiing, Urban Spoon
    34. Location Based Experiences
    35. What is a Location Based Experience? (2.5) Location Based Services (LBS) information services accessible with mobile devices through a mobile network and based on location (3.0) Location Based Experiences (LBE) mobile websites and multimedia applications that provide a personalized rich interactive experience for an end user based on their location and preferences.
    36. How Did We Get HERE?
      • How do I get THERE ?
        • GPS gave you a way to get from Point A to Point B
      • WHERE is everything?
        • Google gave you a way to find information by searching for it
      • What’s HERE ?
        • LBS gives you information once you arrive at your destination
        • LBE provide experiences relating to your surroundings
    37. LBE Framework Case Study: viaPlace
    38. Types of Location Based Experiences
      • Restaurant Guides and User Comments
      • Buddy Finder, Directions
      • Transportation Information
      • Golf and Recreation mapping
      • Historical and Tours
      • Real Estate Home Buying
    39. LBE Case Studies
    40. Case Study: 600Block
    41. Case Study: 600Block
    42. Case Study: Shopping
    43. Case Study: Visitors Associations
    44. Case Study: Visitors Associations
    45. Case Study: Stadiums and Arenas
    46. Case Study: Visitors Associations
    47. Case Study: Education
      • Location based campus apps allow for students to quickly find their way around campus and learn about campus events. Quiz apps allow students to learn your product or service anytime and anywhere.
    48. Case Study: Visitors Associations
    49. LBEs and Augmented Reality
    50. Augmented Reality
    51. Augmented Reality
    52. Augmented Reality - Wayfaring
      • The ability to have a trail of experiences
      • The experience updates or changes when a user gets to another point in the trail
      • A great way to create walking tours, theme park or commercial area experiences that guide the user through the area giving them targeted media along the way
      • Think Smithsonian “wands”
    53. Augmented Reality Example: Gettysburg
    54. Next Steps
    55. Barriers and Challenges
      • Still a small number of Smartphone users
      • Not entirely the same toolset as designing for the web
      • Technology is in flux
      • Finding Early Adaptor Customers / Monetization
      • Making End-Users aware of applications
      • Time
    56. eLearning 3.0 Trends
      • Experiential Learning
        • No More Page Turners
        • Rich and Interactive
        • Think Gaming
        • Augmented Reality
      • Just in Time / Real Time
        • On Mobile Devices
        • Corporate Signage
      • Smaller Learning Objects
        • Think 140 char Twitter
        • Interactive Video Segments
      • Better Search
        • Voice Recognition 2 Search
      • Artificial Intelligence
        • Smart Agents
    57. Questions? (www.mindgrub.com/SALT) Todd Marks President & CEO Mindgrub Technologies LLC [email_address]

    + Mindgrub TechnologiesMindgrub Technologies, 3 months ago

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