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ABSTRACT Keywords
This paper presents the Usense2learn platform, a platform
Multisensory georeferenced information; mobile learning;
designed and implemented to enable children and teachers to use
wireless sensor networks; children.
georeferenced multisensory information together with information
acquired by sensors. Usense2learn places the creation of content
in the hands of children. While using Usense2learn, mobile 1. INTRODUCTION
sensors can be held across the exploration area and provide Human senses are our prime interface with the environment and
georeferenced environmental information such as air temperature sensory organs can be considered biological sensors [1].
and humidity. Using multimedia (video, image, sound and text) Furthermore, sensors are typically used as an extension of human
teachers and children can bring the outside world into their senses and nowadays electronic sensors are becoming everyday
classroom and share it with other classrooms across the globe. devices in diverse activities and situations [1]. However, sensing
Having the limited schools’ budgets in mind, content creation can the multiple dimensions of the environment to monitor its quality
be made anywhere without communication costs. Internet is a complex task for children and even for adults [2]. It requires
connection is only required, together with Google Earth, for the situated interpretation of the qualitative and/or quantitative
visualization. The Usense2learn platform was successfully used in data collected including its translation to environmental quality
a curricular context, engaging children and teachers in meaningful indicators [2].
environmental education activities. In these circumstances, the research presented in this paper uses
Information and Communication Technologies (ICT), such as
Categories and Subject Descriptors multimedia tools and virtual globes, to scaffold children in
H.5.2: [Information Systems]: Information Interfaces and recording, representing and interpreting multisensory
Presentation – User Interfaces environmental data [3]. This paper presents tools and activities
K.3.1: Computers and Education: Computer Uses in Education. that give multisensory information a context, defining where,
when and why multisensory approaches are developed.
General Terms In the following section some of the more meaningful projects in
Design, Experimentation, Human Factors. the area are overviewed. Afterwards the USense2Learn platform
is presented. Subsequently, the curricular activities developed to
assess the affordances of the developed platform are described.
Finally, the conclusions are presented and future work is outlined.
Permission to make digital or hard copies of all or part of this work for
personal or classroom use is granted without fee provided that copies are 2. RELATED WORK
not made or distributed for profit or commercial advantage and that In the past decade, mobile devices have been used in diverse
copies bear this notice and the full citation on the first page. To copy educational projects to explore spatial and sensory information in
otherwise, to republish, to post on servers or to redistribute to lists, the real world. In the Ambient Wood project, children used
requires prior specific permission and/or a fee. pervasive devices and multimodal displays — including probes,
COM.Geo 2010, June 21-23, 2010 Washington, DC, USA sensors and GPS —to find things out, to discover habitats, and
Copyright 2010 ACM 978-1-4503-0031-5...$10.00. biological processes in a woodland [4]. In the Savannah project,
GPS equipped PDAs allowed children to play the role of lions. Activities can take place in the absence of Internet connectivity.
Children could “see, hear, and smell” a virtual savannah to deeper Moreover, the platform can be used on a field trip since every
explore lion behavior [5]. component must be mobile and portable. Once there is no place to
“Sound Scavenging” is a project focused on soundscapes creation. plug in each component in the field, the platform must work for at
In a series of workshops children explored “how they listen, (…) least for 120 minutes – accounting for setup time, class duration
and how to map and link the sounds geographically” [6]. After the and a considerable safety margin.
workshops the students’ sounds and pictures were mapped using Visualization of created information via Web Browser (BW) or
the free Google Earth (GE) application [6]. Google Earth (GE) in both modes (ad-hoc or infrastructured)
In the SchoolSenses@Internet project elementary school children requires an Internet connection to download satellite images (the
used mobile phones to create georeferenced multisensory local experience's content can be provided by the local network)
messages [7] [8]. Those messages were produced as MMS [9]. If a school network is used, it is very likely that it will also
messages that were automatically displayed in GE which was provide Internet access. If an ad-hoc network is used, however,
embedded in the project collaborative Website [7] [8]. GE’s the other nodes will only have Internet connection if an Internet
interface was a fundamental engaging factor in these experiences gateway is configured.
[3]. Bearing the diversity of nodes in mind, each functionality (or set
The analyses of how the GPS-equipped mobile phones and GE of functionalities) is provided as a service – implemented as
were used to explore, create, and share multisensory geographic RESTfull Web Services. Compared with solutions based on
information showed that children: linked cognitive, emotional, binary protocols the creation of Web Services clearly
and physical experiences; explored and analyzed environmental distinguishes between interface and implementation. Furthermore,
elements; represented new dimensions of the environment and the use of Web Services provides programming language,
showed improved awareness of everyday things [7]. platform and operating system independence [9]. Since
communication at a lower level is made using sockets, Web
Services can be deployed on separate machines – ideal for
3. THE USENSE2LEARN PLATFORM increasing processing power (at the cost of adding more devices).
The USense2Learn platform was developed to allow students to
create in situ multisensory georeferenced content (image, video, The server node is where all information converges and collects
sound and text). The platform (see Figure 1) requires at least one all the georeferenced multisensory information. It stores it in a
sensor (Temperature and Humidity, in the present case – Temp, database and makes it available to other nodes. The database –
Hum), one netbook (or a mobile device with similar PostGIS – provides geographic functions crucial for data querying
characteristics) and one mobile phone for content creation [9]. All based on node location [9]. Without this functionality it would not
devices must have a GPS receiver for data georeferencing and a be feasible, as collected data increases, to query for the nearest
WLAN module for Wi-fi communication. Several netbooks can sensor information (time and spatial distance).
be used to increase battery life. Each netbook runs one or more The values provided by the sensors are automatically made
services. available to the students. Sensors may change their positions,
because the data sent to the Web Service is georeferenced. Since
sensors from different manufacturers can be used, all data is sent
in the format specified by the Web Service.
6. REFERENCES
[1] Gouveia , C. 2008 Collaborative environmental monitoring:
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of temperature and humidity, 12 children (7 boys and 5 girls) outdoors. In Proc. of IDC 2004 (USA, Maryland, June
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5. CONCLUSION [6] Proboscis, Loren Chasse and the Jenny Hammond Primary
The Usense2learn platform was designed, developed and used in School 2006 Sound Scavenging Report.
order to make it possible for children and teachers, using location http://proboscis.org.uk/topographies/SoundScavenging_Repo
aware mobile devices, to create and visualize georeferenced rt.pdf
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Usense2learn platform was successfully used in a curricular Gouveia, C., Fonseca, Alexandra, and Pestana, B. 2009.
context, engaging children and teachers in meaningful Adding Space and Senses to Mobile World Exploration. In
environmental education activities. Mobile Technology for Children: Designing for Interaction
and Learning, A. Druin, Ed., Morgan Kaufmann, Boston,
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