Audiobooks on Smart Devices

Book Proposal

A lot of people do not read because they do not have the time. When it comes to entertainment at home, people prefer to watch something rather than read. After all, it seems that there is less work involved with watching something when reading requires more active effort. There are people who read in spite of that effort. But there are also people who do not want to put in that type of effort.

So how do we counter that? By creating a way for people to read books without making them require that amount of effort. How do we do that? Audiobooks.

Audiobooks are not only effective for giving time for people to read, but they also help improve reading comprehension. Weareteachers.com writes that audiobooks allow school “students to hear explicit sounds and letters and letter patterns that form words.” They help readers engage with the text by improving their vocabulary. A lot of people prefer to watch movies instead of reading books. So, if they can follow stories by seeing and listening to them, then surely audiobooks will make a great alternative for readers.

People enjoy reading audiobooks anyway. Often times, the narrator of an audiobook is the author. If you were an active reader, wouldn’t you like to read books read by the author?

Some people, of course, do not consider listening to audiobooks actual reading. To them, reading is a visual aspect, while audiobooks are a hearing aspect. However, that is not the case. Audiobooks are considered reading because they are a form of processing information. Reading books is about understanding the content of a book. Audiobooks fulfill that rule. A passion for reading should not dictate the rules as to what type of reading counts.

However, audiobooks create a different experience for readers. It is neither better nor worse than physically reading. When readers read books, they look at letters on a page and their brain responds to those letters. Our own brains generate the voices we feel are right for the characters. Reading a physical book is a more personal experience because the reader’s inner voice is responsible for generating emotions. Audiobooks, on the other hand, create an image in the reader’s head. They are envisioning their own reaction of a book as the audiobook plays in the background. They are less a personal experience because there is a physical voice that can be direct towards how a reader is supposed to feel. If the narrator sounds angry, the listener will feel angry. If the narrator feels cheerful, so will the listener.

But the difference between physical reading and actual reading should not deter consumers away from audiobooks. Audiobooks are superior to physical reading to the extent they are can be used for multitasking.

An add-on audiobook feature for Echo is a great way to make consumers read books more. One of the most common reasons readers say they do not have time to read is because they have work to do. Sometimes the amount of work they have will take them all day. But sometimes work gets boring. So when work gets dull, what do people tend to do? They listen to music. Others listen to podcasts. People listen to music or podcasts because they provide them a great way to pass the time. There are plenty of people that are good at multitasking. They can pay attention to both the music and their work. Audible with Alexas capitalizes on this because if people can listen to music or podcasts, why would they hesitate to listen to an audiobook? Audible with Alexa makes time for readers to read because now they can do it while they are doing work. When they read a physical book, readers have to give the book their undivided attention to get the full experience. Now that readers can listen to audiobooks whenever they can, there is no excuse for readers to say they do not have time to read.

Now is work the only time people listen to music or podcasts? Nope. People listen to both music and podcasts when they commute to their jobs. People have listened to the radio almost as early as the invention of the car. Drivers listen to either music or news radio. Sometimes they do both.

They also listen to music or podcasts when doing daily activities. A lot of people like to listen to music when they exercise. Or when they cook. Or how about gardening? Consumers have made it a habit to make sure they are listening to good music to pass the time.

So why not throw audiobooks into the picture?

If there are consumers who can listen to audiobooks, then why should there be doubt this is an ineffective market?

But then what about the actual market for audiobooks? Is this an effective market?

Audiobooks themselves have proven effective to consumers who say they have little to no time to read. Audiobooks have proven to help struggling readers make time to read. They help consumers read as they work, cook, walk, run, rest, or any other daily activities. Even for avid readers, finding time to read is a challenge. As a result, they turn to audiobooks as a convenient alternative to reading a regular paperback. And there is a wide variety of audiobooks for consumers to choose from. It is not like only a selected few books are available in the audiobook format. Every book has its own version on audiobook. Some of them are recorded by their own authors. Lots of readers enjoy reading books narrated by their own authors because it makes them feel as if they are having a conversation with them.

What is another reason people love audiobooks–pronunciation.

You know when you read a book that contains names you do not recognize. Do you ever wonder if your inner voice is pronouncing the name right? If you read a fantasy book, there are settings and names of spells that readers have to pronounce right. Some readers feel embarrassed about mispronouncing a character’s name because they love them so much.

Audiobooks are a great way for readers to be assured if their inner voice is pronouncing the name of a character correctly. Pronunciations in reading matters because readers need to pronounce words correctly if they are to be good readers. Sometimes the pronunciation of a character’s name can spark debate among a fanbase. Remember when readers debated the pronunciation of Harry Potter’s Hermione Granger. It took J.K. Rowling herself to clarify on Twitter that Hermione’s is pronounced  Her-My-O-Nee, not Hermy-Own.

This is also why audiobooks have proven effective in teaching children to read.

One of the reasons some kids struggle with reading is pronunciation. Elementary school teachers play audiobooks for students because they help them learn how to pronounce the printed words of a book.

Another reason readers love audiobooks–they prefer the sound of someone else’s voice instead of their own. Lots of readers find it cool when authors read their own work. Especially if it is poetry. Listening to different voices expands people’s cognitive sense of how people sound.

The project is an add-on feature to consumer’s voice-controlled personal assistants. Consumer’s Echo or Google Home will be able to play audiobooks at any time they choose to do so. The names of the feature will vary, depending on the device that is being used. For Amazon Echo, it will be Audible with Alexa. For Google Home, the name will be Auto-Reading at Google Home. The remainder of this article will refer specifically to Audible with Alexa.
This is a little similar to Screen time. Screentime helps limit the amount of time users spend on their iPhone, Audible with Alexa will play at a certain time the users set. At that time, Alexa will only read to you unless in the event of an emergency, or if the user places in a different time beforehand. Once the time is set, the smart device will do nothing but read aloud for however long the consumer set. The consumer can cancel the read if he or she needs to make an emergency phone call.

Users can change the volume. They can also change the language of their Alexa to Spanish, French, Chinese, etc. They can even change the type of voice from either a man’s or a woman’s. Some people do not listen to audiobooks because they usually are not in the right voice. For some people, the wrong voice can make listening to an audiobook too irritating. That is why it is imperative that the different types of voices be included in the feature. Audiobook listeners like listening to a well-narrated audiobook because it makes them feel enthusiastic about coming back to it once they are done with their work.

Furthermore, a feature that allows users to control the pacing of an audiobook would also be helpful. People tend to not listen to audiobooks because they worry about the pacing. Sometimes they find it too fast or too slow. Readers tend to prefer reading physical books because they are fast readers. They like to be done with a book so they can read the next one. An audiobook, they argue, can only go at its own pace. An audiobook can take up to six hours to finish. But several readers are already having trouble finding time to read in the first place so they will take a long while to finish reading a physical copy. By the time they finish reading the physical copy to a 300-page book, audiobook listeners will have gone through three books by that time.

Another issue that this resolves is affordability. The feature is a free add-on because consumers are already paying for audiobooks. Audiobooks are expensive. Even libraries find audiobooks too pricey to carry a vast collection for its users. Once users add this feature, they are given the ability to choose three audiobooks for free.

A prominent philosopher proves why people would love this feature. Marshall McLuhan wrote how people use technology as an extension of their bodies. A TV is an extension of the eyes. A radio is an extension of the ear. An Amazon Alexa or Google Home is an extension of the ear and the mouth. Consumers use the home devices by issuing a vocal command and they listen to Alexa’s response.

McLuhan, in Chapter 7 of his novel, Understanding Media, he believed that the medium through which messages are transmitted shapes and structures one’s cognitive experience in the world. In other words, people’s reliance on technologies as extensions of themselves. McLuhan examined the role of electronic media. He provides speculation on how these extensions affect the physiology and psychology of humans. The effects of media on society, McLuhan argued, take place through the interactions of media with the human brain.

People see the Amazon Echo or Google Home as an extension of their bodies. They are an extension of their voices because it works by voice-command. They are an extension of the ear because it can play music. They are an extension of the legs because they help order items from the internet to ship to their home, rather than traveling to the store to purchase them.

As a result, these smart speakers influence humans’ cognitive ability to rely on their devices to perform their work or make them easier.

McLuhan also wrote that we view technology as a landscape that grows, changes, and evolves. Almost any form of technology is an evolution of a preexisting invention. The Echo, therefore, could be an evolution of the radio. An Amazon Echo may as well be a radio with a voice command.

Smart devices work by generating data from consumers. One common feature people use the Google Home for is to change the temperature of the house at different times. It does this by analyzing the temperatures throughout the day and computes them into data. That way, the devices know the temperature it needs to set to satisfy the needs of the consumer.

This helps with the add-on feature because the device will collect data on the time consumers will listen to their audiobook, how fast they want the narrator to tell the story, the type of voice they want to listen to.

An add-on audiobook feature for smart devices is a great, effective way to get consumers to read more. Reading is an important skill everyone needs to have. But it is not like people can just read a few books and say they are readers. They need to be more proactive. They need to keep up with reading books not because they need to be able to join discussions or keep up with the general public. But because reading will help strengthen everyone’s cognitive abilities, expand their vocabulary, and make them better writers.

Audiobooks count as reading because, even though they are a different experience than physical reading, they are effective alternatives to reading books. They are a great addition to people that like to read. Listening to audiobooks is not solely an alternative. It can be. But listening to audiobooks on top of physically reading is a great way for readers to make time to read more books. Audiobooks make people better readers because it broadens the ways they interact with art.

WORKS CITED:

  • Lee, Dana. “Audiobooks vs Reading: The Rules Are, There Are No Rules.” BOOK RIOT, 22 Nov. 2018, bookriot.com/2018/07/10/audiobooks-vs-reading/.
  • Louise, Gretchen. “Top 10 Reasons We Love Audiobooks.” Gretchen Louise, 2 Jan. 2018, gretchenlouise.com/why-audiobooks/.
  • McLuhan, Marshall. Understanding Media: The Extensions of Man. MIT Press, 1997.

 

The “Remind Me” Tablet

Memory loss is something that has become quiet common with people, as they get older. Unfortunately, this can lead to Dementia and Alzheimer’s disease making it progressively difficult for people to retain information long term. The biggest issues that people with Dementia and Alzheimer’s have difficulty with are communication and cognitive processing. To combat this it’s heavily encouraged that people with memory loss keep themselves active mentally and physically because it helps slow down the process. People with memory loss also have caregivers that help them function day to day whether at home or in assisted living. Caregivers are there to give a push, but they are not there to baby or belittle the person they are with. According to Family Caregiver Alliance, it’s important that caregivers improve their communication skills because it will make their job easier and less stressful (Caregiver’s Guide to Understanding Dementia Behaviors 1). Caregivers are also told to be patient and to simplify daily activities.

Caregiving and staying active are great ways to help people with memory loss, but one thing that hasn’t been properly addressed is literacy among people with memory loss. I should preface that there are solutions to this problem, but it’s addressed in a way for children. Looking at the book market for Dementia and Alzheimer’s, a large number of books recommended are picture books with simple plotlines. This format can be helpful for people with later stages of memory loss, but for people in earlier stages it feels like they are treated as kids. Amongst the sea of picture books there are better solutions in literacy for people with memory loss. A prime example would be Simplified Stories, which are a series of books that condense text in order to make it easier to read. These books also supply the reader with images and a sentence summary for the previous chapter. Each chapter ends with a one-sentence summary reminding the reader of what happened in that chapter. Keeping this in mind, I wanted to create a product that would not only make reading comprehension a lot easier, but also be more accommodating to its individual reader.

The product that I came up with is the Remind Me Tablet, an e-reader/tablet with eye-tracking technology built into it. Meaning that whenever a person is reading, Remind Me will be able to track their progress. A long the way the tablet software would be collecting key information from each chapter, so if the reader takes a break and goes to read the next chapter, they can be offered a quick summary of everything that has happened up until that point. The summary will most likely be structured in a bulleted list to make it a lot easier for the reader to digest the material, only offering the key events/characters in the book. With eye-tracking technology, Remind Me can see if someone is re-reading something or just spending a great deal of time on a word. In that case Remind Me would ask the reader if they would like a definition of that word. Remind Me would then look through its built in dictionary in order to find the definition, and if needed, provide synonyms for that word. Knowing that words are added to the dictionary all of the time, the dictionary will update often to be current. Another useful tool that Remind Me will have is a feature where a reader can look through videos and websites for supplementary information in regards to what they are reading. However, the downside to this is that the device would need to have a Wi-Fi connection of some kind in order to utilize those two features. The overall purpose of this product is to make reading easier for people with memory loss aka Dementia and Alzheimer’s disease.

It’s important that I should address what eye-tracking technology is and how it works. As stated in the previous paragraph, eye-tracking technology pays attention to what people tend to focus on the most and use that data to better understand that individual. The way that eye tracking works is that it “focuses on the pupil of the participants eye and determines the direction and concentration of their gaze” (Eye Tracking 1). As a result, eye-tracking software produces a heat map that helps to see where someone spends the most time. Heat maps utilize a color scale ranging from blue to red, blue being areas where there isn’t much focus and red being the areas that people focus on for longer periods of time. Eye-tracking technology has mostly been used for websites to show the company/owner where people spend the most time and also tracks what the eye is drawn to. There are many positives to using eye-tracking technology in that it shows when users are reading or scanning through content, tracks the user’s attention at different parts of the website, and can determine when the user is unfamiliar with what they’re looking at (Eye Tracking 1). However, there are some negatives regarding eye-tracking technology that I felt needed to be addressed. Eye tracking technology can’t tell when someone reads a piece of information conscientiously, cannot track peripheral vision, and not all readings are accurate depending on the person wearing glasses/hard lenses, having smaller pupils, and an expressive face (Eye Tracking 1). Knowing that these negatives exist will be able to help improve how the product works.

The ideal implication of this product is for nursing homes, because a lot of people with memory loss problems tend to live in nursing homes. We would start with a small group of people, dealing with memory loss, and measure the engagement/comments about the tablet in order to make any needed changes. The overall goal is to have these tablets available in all nursing homes. If the product is beneficial then the plan would be to expand out of nursing homes and into everyday households so people who have at home caregivers can have the opportunity to use this technology. To make the product even more marketable is to potentially implicate the tablets into education, specifically for students that struggle with understanding material and need a more interactive/in-depth way to digest information.

Works Cited

Affairs, Assistant Secretary for Public. “Eye Tracking.” Usability.gov, Department of Health and Human Services, 2 Dec. 2014, www.usability.gov/how-to-and-tools/methods/eye-tracking.html.

“Alzheimer’s Caregiving.” National Institute on Aging, U.S. Department of Health and Human Services, www.nia.nih.gov/health/alzheimers/caregiving.

Author, TED Guest. “3 Ways That Your Memory Stays Sharp Even as You Get Older.” Ideas.ted.com, Ideas.ted.com, 8 Nov. 2018, ideas.ted.com/3-ways-that-your-memory-can-stay-sharp-even-as-you-get-older/amp/.

Brussels, DDB. “Simplified Stories: How Can We Keep People With Dementia Reading As Long As Possible.” YouTube, YouTube, 30 Mar. 2016, www.youtube.com/watch?v=0MaNBVPNxsw.

“Caregiver’s Guide to Understanding Dementia Behaviors.” Caregiver’s Guide to Understanding Dementia Behaviors | Family Caregiver Alliance, Family Caregiver Alliance, www.caregiver.org/caregivers-guide-understanding-dementia-behaviors.

“Memory and Aging.” American Psychological Association, American Psychological Association, www.apa.org/pi/aging/memory-and-aging.pdf.

WanderBook

Amber Deter

ENG 381

Dr. Amanda Licastro

May 13, 2019

WanderBook

In a world of advanced technology and instant gratification, there’s a problem many are starting to find inescapable—a shortening attention span. In fact, according to studies, the human attention span is shorter than that of a goldfish, with an average of 8 seconds (McSpadden). Now imagine a young child trying to focus. If the average adult can’t concentrate for more than 8 seconds, how can children be expected to?  However, children are frequently required to focus for longer, often on subjects that lack the instant gratification modern technology has provided or simply don’t hold the child’s interest. The diagnosis of ADHD in children under the age of 18 has increased from 3-5% in 2003 to 11% in 2011 (Bhat). But in a world full of constant stimuli, the question of whether or not children are actually affected by ADHD and not simply developing in ways older generations are unfamiliar with becomes prevalent. Technology has invaded daily life in ways never before seen, and therefore, it must be taken into consideration when looking at the development of today’s young children. I believe that children today would thrive off of an augmented reality application that will assist in reading, spelling, and pronunciation while letting the child be active and adventurous.

Technology, while arguably causing the decrease of attention spans, can have positive aspects. Children are not meant to sit still and focus for long periods of time to learn, but instead healthy and happy children are ones who can run out their energy and use their creative imaginations. In fact, “studies show that children who are more active exhibit better focus, faster cognitive processing, and more successful memory retention than kids who spend the day sitting still. Keeping the body active promotes mental clarity by increasing blood flow to the brain, making activity vital to both learning and physical and neurological health” (Abdelbary). My solution to this is to combine the two, to take something that allows children to be children while simultaneously promoting education. While companies such as LeapFrog have been around for decades, modern technology is still evolving in ways that allow us to constantly take a step or two farther.

WanderBook is an augmented reality application (AR app) that will assist young children from the ages 3-7 in reading, spelling, and pronunciation. It will allow children to engage in a fun activity while encouraging them to learn along the way. Applications and technological devices are increasingly common in helping young children in education. One of the most popular, LeapFrog SchoolHouse, has created their own patented technology called NearTouch, which allows the material to be touch-interactive (The Journal). There are also augmented realities that help enhance a child’s interaction with books. “These books merge traditional text with digital content using a piece of technology like a smartphone or a gaming console, and the use of an app which plays video, creates models from content, or allows for interaction with the text” (Levski). Additionally, there is an app where the famous Hungry Caterpillar comes to life through AR (StoryToys). However, there does not appear to be a book-free augmented reality application to help with and encourage reading. By creating this application, it would allow children to be able to learn on their own time without the need of a parent, provide a means for the child to be active while simultaneously learning, and help with pronunciation as well as enunciation.

For children who are beginning to learn the very basics, from around the ages of 3 to 5, the application will have scavenger hunts. The best example is the alphabet. Using the augmented reality, the child will be able to use the device to look around their environment and find the letters of the alphabet hiding. When the child finds a letter, he or she will tap it and the information about the letter will appear: the name, the sound, and words that start with it. Then the child will be given basic words that begin with the letter, showing the words on the screen, saying them aloud for the child to hear, and providing an image. This will help the child to recognize the word and what it means. Another option is “Adventure Mode” which is similar to a test of what the child has learned. An example of a scenario would be that a pirate has kidnapped the princess. In order to save the princess, the child must find three object that start with a particular letter. When the child uses the device to look around the environment, the application will show various objects or words on the screen. As the child progresses to more advanced levels, the application will require more verbal interaction from the child.

Once the child’s reading level has increased, the child can then participate in reading a story. Text will appear on the screen, and the child will read the text aloud and are tested for accurate pronunciation. A basic example is the text, “The frog jumps in the hole.” On the screen in the application, the child will see a frog next to a hole with the text up top. If the child reads the sentence correctly, the frog will perform the action and that part of the story is played out. The child will then be prompted by an arrow to find the next sentence or set of sentences in the story. However, if the child does not say the sentence correctly, the frog will not perform the action. After a certain number of tries (this number will change with level, getting smaller as the child advances), the frog will run away, and the child has to find him again.

To the right is an example of what the child will see. The text will appear with an opaque background to make it easily visible. The frog and the hole will appear (locations will vary) on the screen over the image of the physical environment.

 

 

 

 

 

There is a lot behind the technology for this application, but the technology already exists. One example is voice chip technology. “Modern voice chip technology creates a simple, intuitive and interactive learning experience to help teach children phonemic awareness, letter names, letter sounds, spelling and reading” (The Journal). In order to be most effective, the voice chip needs to have a high quality of high to ensure children hear the sound as accurately as possible for clear speech. This technology also allows a child to listen repeatedly to the same thing and provides a means for accurate pronunciation further down the road. It can be used for phonemes, syllables, and words (The Journal). Another piece of helpful technology is speech recognition software which “is a technology that allows spoken input into systems. You talk to your computer, phone, or device and it uses what you said as input to trigger some action” (Unith). This is commonly used by the language application Duolingo where the learner is required to speak what they have been learning. Some everyday examples include IPhone’s Siri or Amazon’s Alexa where the technology listens to the human voice and executes commands. Another example is modern cars. Newer car models come with texting features that allow the car to read a text received by the phone connected to the Bluetooth. The driver is then able to respond, if they want, by telling the car what to type. The last form technology needed is, of course, augmented reality, which is the layering of digital information on top of physical information. This has commonly been used for the worldwide renowned application “Pokémon GO” and an application developed by IKEA to virtually place furniture in a room before deciding to buy it. WanderBook isn’t requiring new technology be made but rather to utilize existing technology in a different way.

One way to market this product is to bring it to the attention of local bookstores such as Barnes & Noble who can inform customers about it. Another is to pay for advertisement; parents can be charged a monthly subscription or purchase new books for their child to read and explore. These advertisement will go on social media platforms (Facebook, Instagram, etc.) as well as on parenting and education sites. These kind of sites are where parents turn to when they’re struggling to help their child or learn ways to make learning fun. It’s a great activity to play at the park or in the house, and since it’s on a phone or tablet, it’s easy to take places. This product is also great for working and single parents who may not have the time they’d prefer to sit down and read with their child.

Technology is growing every day and becoming more deeply ingrained in daily life than ever before. Rather than criticizing technology, let’s take it and make something that will benefit and help our growing children of today. WanderBook is a great solution to a growing problem of attention span and children not being active. By combining the two, the goal is to make learning fun and exciting rather than restricting and uninteresting. Augmented reality is part of the future, and WanderBook will make that future a reality.

 

 

 

 

 

 

 

 

 

 

 

Works Cited

04/01/01. “Teaching Children to Read Using Technology.” THE Journal, thejournal.com/Articles/2001/04/01/Teaching-Children-to-Read-Using-Technology.aspx?Page=2.

Abdelbary, Marwa. “Learning in Motion: Bring Movement Back to the Classroom.” Teacher Teacher, 15 Apr. 2019, www.edweek.org/tm/articles/2017/08/08/learning-in-motion-bring-movement-back-to.html.

Bhat, Jyothsna. “NAMI.” Home, Aug. 14AD, 2017, www.nami.org/Blogs/NAMI-Blog/August-2017/Attention-Spans-in-the-Age-of-Technology.

jerylima. “Check out Jerylima’s Entry in $50.00 USDcontest Create Cartoon Frog Character for Children’s Book on Freelancer.com.” Freelancer, www.freelancer.com/contest/Create-cartoon-frog-character-for-childrens-book-1205973-byentry-18052224.

Kashner, Zoe. “Raise a Reader: A Parent Guide to Reading for Ages 3-5.” Scholastic, www.scholastic.com/parents/books-and-reading/books-and-reading-guides/raise-reader-parent-guide-to-reading-ages-3-5.html.

Levski, Yariv. “10 Best Augmented Reality Books to Blow Your Kid’s Mind.” AppReal RSS, 16 Jan. 2018, appreal-vr.com/blog/10-best-augmented-reality-books/.

McSpadden, Kevin. “Science: You Now Have a Shorter Attention Span Than a Goldfish.” Time, Time, 14 May 2015, time.com/3858309/attention-spans-goldfish/.

“Room & Board – Modern Living Room Furniture.” Modern Living Room Furniture – Living – Room & Board, www.roomandboard.com/catalog/living?imageSetFileName=mira-sectional-with-ottoman-living-room.

Unuth, Nadeem. “What Is Speech Recognition?” Lifewire, Lifewire, 23 Apr. 2019, www.lifewire.com/what-is-speech-recognition-3426721.

College Textbook Forum

One of the main problems that occurs in college students is a lack of a teacher/student bond that will not only help them succeed in the current course they’re in, but can be used for reference later in life. This lack of connection that the student has decreases the participation and productivity within that course. One of the main aspects that students frequently choose not to participate in is reading the assigned texts that the course requires. This absence of participation outside the classroom directly correlates to the student not being able to participate when class is in session because they are not properly prepared for lecture. The purpose of my suggested forum is to increase student participation in reading assignments in college, not only for the purpose of a grade, but because they will gain important reading skills through the completion of texts, such as critical thinking and problem-solving skills.

Not only will this allow for singular student success, but the increase in participation for reading would assist the entire class to flow more smoothly. When more students understand and engaged with the text, the more conversation will spring and matters will be discussed, so that not nearly as much talking is done by the professor.

One of the most prosperous forms of participation with assigned texts is annotation. The concept of annotation is to stop each sentence, or each paragraph, and think critically about each word and its relation to the next, and commenting, highlighting or starring certain important sections for later conversation. In an article on Teach HUB, it is said that annotations can be an extremely useful tool for students to document their thoughts during a reading.

“Annotations record your thinking during a reading. Whatever you think after reading something, write it down.”

The audience I am targeting is mostly college students, because the assigned reading list for the secondary-school level can be extensive. According to an article from the academic newsletter The Conversation, the average 12th grader and above spends about 6 hours a day texting, on social media, and online during their free time (The Conversation). The plan for my application/software would be to increase digital media usage, but less for the leisurely use of social media and more for reading articles and textbooks.

As an English major, I had to read 5-6 articles a week between three different English classes when the semester got into full swing. The accomplishment of these readings allowed me to be prepared for not only the upcoming class, but for written assignments and possibly pop quizzes. However, it was not every reading that followed with a gold star, a grade. With the College Textbook Forum, students will be graded based on their engagement with the assigned text. It will not be based solely on the amount of time spent of that specific section of the section, so students will not be able to just try and skip out of reading, which can be accomplished by leaving your laptop open and gaining time spent. But it will include a graded portion based on the engagement of the text, for example, if they highlight a sentence or word.

These engagements with the text will not only provide involvement with the assigned text among students, but the administrator of the class, or the professor, will be able to monitor students’ activity and answer questions, and most importantly, help them structure the next class. The importance of the spontaneity that this forum can create for professors cannot be overstated. Each student learns at his/her own pace, and if there is a roadblock, teachers can point to it using this online application and create a lesson plan around student issues.

I plan to model this plan on all MAC/IOS devices, as well as Sony and Microsoft products for initial testing of the forum. Students will be able access the forum from a plethora of different platforms. First, an application will be created for cellphone users who enjoy their texts or books on their phones. This application will count for the same usage as any other platform as far as grading, and can be accessed for Android and Apple users to start.

The application will extend to larger laptops/computers and tablets. This is where it is expected that most users will access their online readings. I found it most useful to read assigned texts on tablets, as this platform will allow scrolling and engagement will your fingers and can be very easy to get work done when it comes to annotations and commenting.

The last platform will be the good old textbook. Students also have access to the physical copy of their textbook even though all of it will also be on the online forum. This will satisfy the students who enjoy reading their texts up close, however they will have to specify that their readings were done through the textbook, and they will be expected to annotate and comment on classmates’ questions on the online application.

In a CBS article titled, What’s behind the soaring cost of college textbooks, it is explained that the “bundle package” which includes a physical textbook in addition to an access code that allows students to access the textbook online, have soared textbook prices (CBS). This package normally equates to students spending upwards of $100 per textbook. Numerous students now opt not to even bother purchasing the textbook, and rather take the chance to use a classmate’s textbook.

This increase in textbook cost, along with the students having to pay for tuition and room and board, has caused students to cut the cost of textbooks out of the equation. This, in turn, has caused students not to do assigned readings, which makes them ill-prepared for lectures and in-class participation. The hope is that this application will significantly decrease the cost of textbooks students are stuck having to purchase, and just making their entire course catalog available on one site.

The plan is to make the access to the application about $60-$100 per semester, which not only includes all their textbook access, but access to the grading platform and annotation tools that will guide their reading. This product will be marketed toward college students aged 18-whenever who have multiple courses they have to take, and numerous required texts they must purchase

The long-term vision of this product is to expand to every single field of study known to modern education, and have an online forum which has millions of textbooks stored, waiting to be utilized by a college student who has access. With the access to the online forum, hopefully student participation will greatly in terms of reading the assigned texts, and also bring structure to the upcoming classes for the course’s instructor. Teachers should have the ability to adapt their class to suit the needs the students, especially when the classes are smaller. Each student learns differently and hopefully this platform will bring them the confidence to ask questions that they normally would not speak up about in class.

This product should also make classes more engaging, especially when all the students are knowledgeable about the text that is in discussion, which is a rare case in any class. Also, if students are frequently engaging in commenting with the class online, they are more likely to be compelled to have discussions with those students when they are back in the classroom.

My product should change the way college students go about reading. The will not look at annotation as tedious, unnecessary tool, but with the help of the forum, it should help them understand annotation as useful tool for ANY type of reading.

Prototype Proposal:

College textbook forum prototype done (1)

 

Works Cited:

Books as Video games

 

Videogames are a way of incorporating learning by introducing knowledge that isn’t commonly known. Incorporating a method for a student to learn and adapt to situations is a way that isn’t commonly done. So, if you were to incorporate reading various genres into an art form you would see an increase in class participation and for students to engage and understand a difficult text. According to a study done Thirunarayanan Vilchez said that “The use of video games in education has been increasing in the American educational system” (Cjs Journal). The use of video games has been seen for example action video games have been seen to modify spatial attention. Meaning that it’s allowing students to be able to focus on a specific field of vision on which they selected their attention. The use of videogames has come forth as the best educational tool especially in the high school environment. For videogames, one of the fundamental benefits of using them is that facilitate learning and they improve cognitive skills. The use of videogames in school has helped teachers with their students to promote learning and increase their interest in learning compared to the traditional method of teaching. Video games have evolved in a way that they aren’t just for recreation they can stimulate brain function and it aids in nurturing children’s creativity.

By introducing videogames into a form that students can learn for example the novel Frankenstein, the play Romeo and Juliet even the epic poem The Odyssey. A novel can be defined as a type of fictional narrative that is often as long as a book which includes fictional characters with some sort of action and plot. For example, Mary Shelly’s Frankenstein is a novel that includes fictional characters with a focal point with some sort of climax throughout the story. Then at the end of the novel, there is a lesson to be learned often found in novels like this. While a play is a form of literature that written that has a dialogue between characters which is intended to be performed rather than just read. Romeo and Juliet is a play that is made to be performed in front of an audience rather than just being read to get the full experience of the characters in the play. Then an epic poem can be defined as “a long narrative poem telling of a hero’s deeds” (Vocabulary.com). The epic poem The Odyssey is a long poem focusing on the deeds of the main protagonist in the poem Odysseus on his journey back home. This epic poem is showing the life of a particular hero and the adventure they are experiencing. For students, these three different genres of literature are often used in the classroom to persuade and teach on different topics of literature. These texts are often not that easy to understand because of their difficult use of language throughout them. When teachers are given these particular texts for their students, they are found to have a resistance reading them because students find them to be too long or uninteresting for a student to read. So, incorporating text into a form that would greatly increase the way students learn would have a great impact on the way students learn.

Students usually don’t really have the time and or patience to sit down and read. On average teens spend roughly about six and a half hours each week in the United States (Lime Light). For the age range of students between the ages of eighteen to twenty-five-year-old students for about this range spend about 7 hours playing videogames (Lime light). The average amount of time to play videogames that are considered a long time. During this time students could be learning and taking in new information from their school work. They can stimulate their minds by learning new material and having knowledge that they didn’t know before. For my technology including various genres of novels, epic poems and plays into a videogame it would be a way that stimulates students minds, encourages their way of learning. Including these numerous tales that are often read in high school and at the college level you would see an increase in the manner of class discussions in students in regards to students participating more in class.

These various different genres have distinct forms of syntax and diction that could often be difficult for a student to understand. This item would focus on the age range of young adults in the age range of 18 to 30 years old. Around this age, the types of literature that are being given to read in high school even at the college level can be quite tricky and difficult to understand. So, by incorporating various genres of literature into videogames into a source of technology that is used in high amounts; you would see an increase in the way young adults follow along and read in class. This product would work with any current game console that we use in today’s modern age (i.e. Xbox One, PS4, Nintendo switch, etc.) It would be manufactured like a normal video game it would be sold places where can be purchased at. For example, video games will be sold online for steam users to access.  These games will be also sold in local stores, for example, Walmart and Best Buy and any major retail store that sells videogames. They will be a reasonable price that’s affordable and not too overpriced so students don’t have to break the bank to gain access to this technology.

The video games would be a third person perspective where you control the character and learn as you go throughout the story. For example, with Mary Shelly Frankenstein you would play as Dr. Frankenstein and you would go throughout the whole narrative as the main protagonist and learn about the character an on ways that the character goes throughout the story. This method of learning is more than just you going through the narrative and experiencing the book. You will learn and experience the life of the characters in the book.

The way that this item will be advertised is by using advertisements that focus on college students and high school students who are looking for a way to make learning a little bit easier. They should make it in a way where it has a catchy slogan to encourage students to read and make it in a way that it would appeal to using this technology. The advertisements could be like pop-up ads that found on numerous ads that could draw the attention of students to look at them see what makes this product so revolutionary. High school and college teachers could recommend the item to their students in a way to get them to try the product for the class and get them to be engaged in the class in a way they find will facilitate their learning. The product would have a test run with a college class and get experience on how the students prefer the product and make sure the product works and will the product be successful then work on any recommendations that could be used to improve the product. With the use of this technology, it will eventually expand to more novels and text that are often difficult to understand.

For example, for the Frankenstein by Mary Shelly. The story of the book isn’t difficult to understand it’s the language and the vocabulary throughout the story. This novel has various references that often not really known for the reader that reference like the bible. For example, “I ought to be thy Adam, but I am rather the fallen angel…” (Shelly #). The bible isn’t exactly portrayed in the novel it’s more of a symbol this referenced. The monster in the book can be portrayed as Adam, while he can also be compared to Satan as well. Something like this would be a slight challenge for someone to interpret if you don’t really know much about the Bible and Christianity itself. In a way, a student can learn about the different aspects of the bible that often known by people who either not religious and or not keen on the idea that the bible is referenced in the novel. By exploring throughout the game and finding letters what are taken directly from the book and have subtitles underneath the quote so students have a better understanding of what the quotes mean or in a way of having the quote translated in a way that is used in modern English. By doing this method it gets the reader engaged and they aren’t just going through the game and listening to the narrative. They have a way of interacting with the story an being more engaged in the story seeing how the interpretation of the monster that Frankenstein created comes to life on the screen in right in front of you. By also expanding it and taking on the monster’s perspective and learning and imaging how the monster is experiencing certain stimulus that affects him. This is more than just a videogame it’s a game that influences learning, teaching a student on ways that aren’t commonly conventional and make reading a more enjoyable and easier method of doing. Since in this day and age videogames are such a strong selling point that people use them in way of doing anything else.

Overall videogames have been seen to have numerous effects on the way people learn to communicate and take in new information. By incorporating the method videogames into a form that students can learn and expand their knowledge they can greatly influence class participation in a class setting. Students often find it hard to communicate their knowledge of certain topics of difficult novels, epic poems, and plays. Incorporating them into videogames students will be more engaged, and willing to share their knowledge of topics and interest throughout a book. For the example Frankenstein by Mary Shelly, it is not a difficult story to understand it’s the vocabulary in it that makes it hard for students to understand.  Using videogames as a method for students to learn they will be able to possess the knowledge that is often lost because students don’t find these types of novels interesting if they don’t understand what’s happening in the story they are not going to read it. Incorporating something like this will translate the method of reading, so people in high school and college level will be able to understand a novel like this. For a novel, they reference the bible and without an explanation of quotes, people would often miss the references that are relating to the bible. This method of communicating novels, plays and epic poems would be a great way of expanding the knowledge of students minds and ability to understand the text they are reading.

 

Citations

Citations

Shmoop Editorial Team. “The Bible in Frankenstein.” Shmoop. Shmoop University, Inc., 11 Nov. 2008. Web. 10 May 2019.

Saghir, Ali. “Influence of Video Games in Learning.” Journal of Emerging Trends in Computing and Information Sciences, Aug. 2016, cisjournal.org/journalofcomputing/archive/vol7no8/vol7no8_1.pdf.

“THE STATE OF ONLINE GAMING – 2018.” Content Delivery Network (CDN) Service Provider, www.limelight.com/resources/white-paper/state-of-online-gaming-2018/#spend.

 

AugReal Science

AugReal Science

 

Introduction

I have an idea that will help college students learn and gain knowledge from a science textbook through Augmented Reality. This is when visual images that are not originally part a real world image on a camera screen appear digitally through an electronic device (WHat’s the Difference…).  My idea goes a little more in depth about using AR with Science textbooks. I want to propose Augmented Reality textbooks for college students who are looking to study science, by using an app and digital highlighters. I think this will be the best way for people to learn, especially if they are visual and/or kinesthetic learners. Before I get into the product, let’s start with these two styles of learning and how Augmented Reality can be way of helping with these techniques.

 

Learning Styles

Every person is different and has their own style of learning. A visual learner is one who best retains information by using any visual representations such as images (VAK). Kinesthetic learners are physical learners who best retain information with physical, hands-on activities (VAK).

 

Visual Learner

Since Augmented Reality can be a visual and interactive representation, this form will help students better retain information about what they are learning. A visual learner works well with any kind of visual representation, which includes charts, pictures, graphs, etc. (VAK). Visual learners also like to be organized, so an agenda book or journal of some sort is no stranger to them (VAK). This method of physical writing also makes them great note-takers because they have a physical reference to help them retain information better. My product would help visual learners with learning science because they can read through sections of the textbook and use the special highlighters that come with it to highlight information.

 

Kinesthetic Learner

As I have said before, Augmented Reality is a great way for someone to be interactive with what they are playing or what they are viewing. My product would be great for kinesthetic learners. Kinesthetic learners retain information best when working with physical activities (VAK). This includes activities that will get them going, and get their brain flowing (VAK). FOr Example, instead of learning about what chemical mixtures react best from a book alone, it’s better if they use physical chemicals to create combinations of their own, safety permitted. And the best thing about my product is the different colored highlighters, which I will go more in depth about later on. That being said, kinesthetic learners “use colored markers to emphasize key points…“ and “Provide highlighters, colored pens and/or pencils” (VAK). Kinesthetic learners prefer the physical textbook because “Print texts also offer the reader a different kinesthetic experience” (Harbin and O’Callaghan 5). Andrea R. Harbin and Tamara F. O’Callaghan also feel that “The physical act of turning pages, which have both weight and texture, may engage our brains differently…” (5).

 

Introducing AugReal Science

Now that we are more familiar with visual and kinesthetic learners, allow me to introduce AugReal Science. AugReal Science is an Augmented Reality program in application form on a smartphone, that college science students can use on any science textbook. All science textbooks would have an app that works with both IOS and Android.

 

Students, Professors, and AugReal Science

Professors can use AugReal Science to set up the science textbook designated for the class they are teaching. All they have to do when they first set up the textbook is to create an account, where it asks for their name, username/password for the account, the class they are lecturing, and the textbook that will be used. Once the app is set to the class and textbook used, all the students will do is make sure they have an account and use that account to enroll into the class. That way, they are automatically put on the roster and they get the book. The best part about AugReal Science, is that the textbooks are free.

 

AugReal Science Digital Highlighters

Once the students download the app and make an account, they are given these special, digital highlighters, provided by the professor, who is delivered these highlighters once an account is created. There are two highlighters, a pink and a green. Students use the highlighters to mark what they do and don’t understand. Green is for “understanding” and pink is for “explanation needed”. Then, they go into the app on their phone and the app picks up the color of the highlighter. If green, the app will bring up a 3-question quiz on the topic to ensure the student truly understands what they are reading. If they fail, a speaker through the app will explain the concept to the student. The app will then show a 3D model of the highlighted portion and the student is free to touch the model and observe it. If pink, the app will show a 3D model and the speaker will explain the concept of it. Consider it a mini Professor in the AugReal Science app.

 

How the Highlighters are Programmed

The app is specifically Augmented Reality, therefore it is possible to detect the color of the highlighter used. According to RDMilligan in Technology, a webcam uses “images and masks” to pick up or sensor a certain color based off what is coded. In other words, she uses a _thread method. This is when “we use OpenCV to convert the webcam into HSV format, then use our colour range to obtain an image mask” (RDMilligan). According to its own website, OpenCV “is an open source computer vision and machine learning software library” (OpenCV). HSV is the Hue-Saturation-Value, how color is measured based off its hue, or tint and its saturation, or how much gray there is in the color (Lifewire). This form of technology is used to promote these digital highlighters because of the combination of OpenCV and HSV. The _thread method is used to code so that image masks can recognize certain colors, in this case pink and green. The colors are then measured using the HSV to form a neon green or pink color.

 

Other Features of AugReal Science

You can change the language and the accent of the speaker based off your personal needs with understanding the speaker. This includes English, Spanish, French, etc. Although Augmented Reality amongst textbooks exist, having an app pick up these special highlighters makes the experience better because it encourages the students to read through and highlight what they do and don’t understand. The students practice note-taking by highlighting key points and learn through visual, 3D representations. Either way, they can use the app, hover over the textbook and a model will show up on it.

How AugReal Science is Used In Textbook

 

Advertising/Marketing

I will work with an advertising team that can spread the word about AugReal Science. The goal is to use mostly social media. While television commercials are effective, social media nowadays is used for just about anything and/or anyone who desires to be known. Two of the biggest platforms I wish to use include FaceBook and YouTube. A video will show what AugReal Science is, how it’s used, and how students and professors can benefit from it.

 

Conclusion

In conclusion, AugReal Science will be a great way to help college students learn Science a different and better way because it will help them better retain information, especially if they are visual and kinesthetic learners. What makes this product so intriguing is the idea that students are not just reading through a textbook, but they are becoming engaged by using the digital highlighters and looking at the 3D models. This way, they become more intellectually involved in a complex subject at school.

Annotated Bibliography

“What’s the Difference Between AR,VR, AND MR?” The Franklin Institute, 2018. https://www.fi.edu/difference-between-ar-vr-and-mr

The source is a website. It discusses what Augmented Reality, Virtual Reality, and Mixed Reality is along with their differences. The audience for this source is one who wants to learn the difference between each one so that these three terms are not mixed up in the future. A secondary audience for this source could be for those who want to use one, two, or all terms for a research project. This source was relevant and supports my project because is has the definition of Augmented Reality and how it differs with the others.

 

Harbin, Andrea, R. and O’Callaghan, Tamara, F. “Print Texts and the Reading Brain”. The Digital Arts and Humanities: Neogeography, Social Media, and Big Data Integrations and Applications. Springer International Publishing Switzerland, 2016. https://www.dropbox.com/s/src95mtx9ivucxq/text_and_sensorium_harbin_ocallaghan_DAH_2016.pdf?dl=0

This source is an article about Augmented Reality and the discussion of the physical book and reading. Andrea Harbin and Tamara O’Callaghan are professors here in the U.S. who study Medieval Literature. They have research on Augmented and Virtual Reality and correlate it to printed text in their document The Digital Arts and Humanities. The intended audience for this source is for those who are interested in learning more about Augmented and Virtual Reality. A secondary audience can be those who use the document as a source for a paper or other project of some sort. The source does support and is relevant to my project because the main part of my project is based off Augmented Reality of printed text.

 

RDMilligan in Technology. “Detect Colour Using Augmented Reality” Electric Soup. 30 Dec, 2015. https://rdmilligan.wordpress.com/2015/12/30/detect-colour-using-augmented-reality/

The source is on a WordPress document and it’s called “Detect Colour Using Augmented Reality”. The author is RDMilligan in Technology and the person has created an Augmented Reality robot that can detect a color based off emotion. For example, the robot can detect green, for happy. Anything green makes it happy. But when they can no longer see it, they get sad. This program uses OpenCV and HSV.

 

The audience for this source is for those who are interested in learning about how Augmented Reality can detect color. A secondary audience can be for those who wish to get into computer coding for products like this. There is a little bias in it because the focal point is only about color recognition through Augmented Reality. We don’t know if it is the same concept for something like Virtual Reality. However, this source does support and is relevant to my project because of the knowledge of the possibilities of using the same technological method for detecting the color of a highlighter in a textbook.

 

OpenCV. 4 Apr, 2019. https://opencv.org/

This source is a website called “OpenCV”. It just became a website in early April of this year and it “is an open source computer vision and machine learning software library” (OpenCV). I used this source as a way to learn more about how OpenCV works because this, along with  Hue-Saturation-Value (HSV) can be used to do color coding so that things such as Augmented Reality can detect color using an image mask. This website supports and is relevant to my project because it helps me gain knowledge about a software library that I am being introduced to for the first time that can possibly be used for Augmented Reality.

 

Clark, Don. “Visual, Auditory, and Kinesthetic Learning Styles”. Big Dog and Little Dog’s Performance Juxtaposition. 12 Jul, 2011. http://www.nwlink.com/~donclark/hrd/styles/vakt.html

The source used is a website that discusses visual, auditory, and kinesthetic learning. The author of the website is Don Mark. The website has information on what these learning styles are and what different kinds of learning techniques people of each learning style use. The audience of this website is for those who want to categorize themselves on which style of learning they use and what works best for them. A secondary audience could be someone who wants to generally learn more about each learning style. The website is relevant and does support my claim because it has a good amount of information that I was able to use for my project. Although I didn’t need to use the Auditory section, the website did help me since I used the Visual and Kinesthetic sections of it.

 

Bear, Jacci, Howard. “The HSV Color Model in Graphic Design”. Lifewire, 26 Apr. 2019. https://www.lifewire.com/what-is-hsv-in-design-1078068

This source is a website based on the Hue-Saturation Value (HSV) on color. The author is Jacci Howard Bear. The website has information on HSV and how it is used. The audience for this website could be for those who are graphic designers. Another audience could be for those who want to use HSV in a more professional manner. This website does support and is relevant to my project because of the knowledge it gives that I could use as possibly the same technological method for the color of the digital highlighter for AugReal Science.

 

 

Final Project: Epics in VR

Abstract and Inspiration

 

When I was a child, I got it into my head that I should read the Iliad and the Odyssey. While I found the experience educational, actually reading the material was difficult due to the repetition of stanzas that occurs throughout the works and the language that Homer used.  Therein lies the problem, a student who isn’t being careful can become lost within the text. But the text itself is still very interesting, as well as being quite entertaining.  It is my intention to create a VR experience that will allow students to engage with material in way that is both memorable and easy to understand. However, steps must be taken to ensure that the original structure of the epics is not lost for a modern audience. To remove the language of the poem reduces, rather than enhances, its literary value. Therefore I will be taking special precautions when designing my product to ensure text accuracy and accessibility. My product/learning tool will be compromised of two primary experiences, an abridged and unabridged telling of the Iliad and Odyssey. The unabridged experience is the one that is designed for the classroom. It will consist of the entirety of the poems in their original forms, but with visuals and explanations that will explain some of the more cryptic language of the poems. By doing so, we will remove the confusion that often results from readers that do not research confusing terms and situations. As for the abridged experience, the main focus will be less on the language of the poems and more on the major events and themes of the material. By creating a shorter (10-20 minutes), and slightly more humorous, experience we will provide students with a means of understanding the themes without the confusing language. I plan to reach out to other scholars of literature, as well as the YouTube channel Overly Sarcastic Productions, to collaborate on this endeavor to ensure both literary accuracy and entertainment value. In doing so we can create a universal experience and understanding of material that can often be difficult for those who are not familiar with the subject. By creating these universal experiences, we hope to foster greater interest and understanding of the source material. Should this project be a success, we intend to expand to other epic poems (such as Beowulf) and other classic poems and novels (such as Frankenstein and Dracula) that students may have struggled with due to their language and content.

 

Audience and Purpose

 

It is our intent with this project to create a VR experience for those in the 15-18 year old age rang. This is largely due to that fact that during this time in their scholarly careers, they engaging with epic style poems like the Iliad and Odyssey. While this makes sense for an educator’s standpoint, as this is the age group that is most likely to be able to actually read the content, they are often unprepared for the language and prose of such works. In this scenario, the students are not to blame for this short coming, as much of the prior education has not prepared them for the nature of poetry (Gonen) .While introducing students to poetry earlier in their careers is certainly a viable option, it does not address the issue of those who are reading the material now. That is primary reason for designing this product, those students who haven’t received prior education in poetry.

In addition, while some students do have experience with poetry, the style of the epic poem is not one to be approached lightly. Especially the epic poems like the Iliad and the Odyssey, whose origins lay in spoken tradition, are difficult to read even under the best of circumstances. Much of my own experience with these particular works was spent reading and re-reading the same pages over and over again. Much of my own confusion was a result of the repeated stanzas and phrases that occurred throughout the piece. While repeated stanzas are not uncommon in other types of poetry, the frequency of these repeats is what caused the majority of my own confusion. I have since learned that this frequency of repletion was tool used by narrators of these tales to remember the frankly ridiculous amount of information that is contained in the stories. However, this style of repetition does not translate well to a written work and can lead to confusion. This is the main issue that my product will remedy. My product will place the user into the events of poems as a participant to the events, not a casually bystander. We will provide a visual experience that will enhance and maintain the original telling of the tale, while also removing the egregious use of repeated lines that is endemic of these poems. We will do everything within reason to remain true to the original writings of Homer, but we will be making concessions and alterations to ensure that user has an enjoyable experience.

The primary goal of this product is to foster understanding. The works of Homer are wonderfully entertaining pieces that many can relate to. The only factor holding people back from fully enjoying the works is its language. By creating an environment where the user is fully immersed in the telling of the story (and removing un-needed sections) we can foster greater understanding of the story and themes that make the works so valuable. Additionally, we will be returning to the very roots of these works, as we will be returning these tales to a narration (the original style of telling these particular poems). The medium of the book is certainly a valuable tool for recording information, but when it comes to the actual telling of certain stories, it is simply unable to stand up as medium.

 

Platform and Design

 

As previously mentioned, this product is intended to be a VR experience. While the field of VR is varied, our primary focus for this project will be the gaming VR headsets (such as the Oculus Rift, HTC Vive, etc.). When it comes to the design and interaction of this application, we do not want to limit ourselves to what is possible on someone’s phone. Our desire is for the user to be fully immersed in the events that transpire in these stories, and the best way for us to accomplish this task is through gaming VR headsets. Interaction and a sense of being a part of the story are paramount to our products success, so we cannot be limited by the hardware present (or lacking) in phones.

The in game environment will be as realistic as we can possibly be (with hardware limitations in mind). The user must think that they are in a real world that is similar to our own, so that we can better draw them in to the story. Each game section will be set within the confines of scene that is described in the source material (ex. The Cerses’ Isle in the Odyssey or the Greek war camp in the Iliad) but players will be allowed to freely roam as much of the scene as they wish without leaving it (interacting with objects and characters within the scene, prompting text boxes or other explanations). During the player’s exploration of the scene, a narrator will be reciting the relevant passages while the characters act out and speak their lines. We want to offer players a chance to interact with the material, but we also want to remain true to the source; therefore, some of the gameplay will have to be “on rails” (a term used to describe gameplay were the player is unable to move their in game avatar in the way they wish, and is forced to experience certain events in a particular way).  While VR applications similar to this do exist (such as narrative VR experiences and games like Skyrim VR).

 

Implementation and Long Term Vision

Our intention is to partner with a VR company, such as Mosaic, to create this product. This is due in large part to the fact that Mosaic has a network that they can reach out to for marketing and VR game creation. However, we also intended to market this product at events aimed at high school teachers (primarily English) as these will be our primary means of reaching students. Since some of our game will “on rails” it will be difficult to court serious gamers, as freedom of choice and exploration is a factor that such individuals cannot go without.  Should this product be a success, we would like to expand the scope of this project to other epic poems for adaptation.  Poems such as Beowulf would excellent choices for adaptation as they possess plenty of action to keep the user entertained, but also exist in a literary limbo as it was a poem that was never meant to be written down (Beowulf was historically a poem that had a lot of exposition, with the orator of tale often going off on tangents about the history of individuals and objects that appear in the tale). But, we are not just limited to poems; we could also expand this product to novels (such as Frankenstein) which may require context that is not present in modern prints of the books.

 

 

Works Cited

Gonen, Safiye Ikek Kuru. “Implementing Poetry in the Lnaguage Class: A Poetry-Teaching Framework for Prospective English Language Teachers.” Advances in Languge and Literary Studies. PDF, file:///C:/Users/Aries/AppData/Local/Temp/4797-10319-1-PB.pdf. Accessed 7 May 2019.

Mood, Laura. “Poetry: An Innovative Teaching Strategy for Exploring Empathy with Beginning Nursing Students.” Healio: Journal of Nursing Education, ezproxy.stevenson.edu:2226/nursing/journals/jne/2018-5-57-5/%7B79f9cd88-6065-4cb3-9db9-27264573c3dd%7D/poetry-an-innovative-teaching-strategy-for-exploring-empathy-with-beginning-nursing-students.pdf. Accessed 8 May 2019.

Zak, Elizabeth. “Do You Believe in Magic? Exploring the Conceptualization of Augmented Reality and its Implications for the User in the Field of Library and Information Science.” Information Technology & Libraries, eds.a.ebscohost.com/eds/detail/detail?vid=0&sid=b58628dd-cb93-46bf-9d04-63142079a2c8%40sessionmgr4006&bdata=JnNpdGU9ZWRzLWxpdmUmc2NvcGU9c2l0ZQ%3d%3d#AN=100227707&db=eue. Accessed 7 May 2019.

 

 

Final

Final Assignment

Together we have explored the history of media through theory and practice. For this assignment you will engage in “reflective design,” defined by Hancock et al as “promot[ing] critical inquiry over usability and exploratory prototyping over fully realized productions.” You can do this by beginning with the current state of publishing and then projecting potential solutions – or perhaps evolutions – of these tools to enhance the reading experience in the future. We are specifically concentrating on the tools of publishing for this project, since this course has focused on media we use to communicate. Essentially, it is your job to imagine the future of the book. However, these are meant to be visions of the future – featuring a balance of imagination and practicality

This project will be broken into parts:

Stage 1: The Pitch                 

  • Create a proposal for your “design fiction” project ( 450-500 words, 3-5min presentation)
  • Introduce the product and explain its purpose – this is the time to dream big!
  • Explain what need this product will fill that is not met by currently available technology and how it builds on current technology(ies)
  • Prove this item has a customer base, and be specific about your target audience
  • Imagine the process and materials it would take to manufacture and distribute this product – even if these do not exist yet
  • Provide evidence of preliminary research – especially evidence that this product does not currently exist already (Use MLA citation formatting for in-text citations and works cited entries)
  • Present this idea is a “Shark Tank” style pitch in under 5 minutes

Stage 2: Annotated Bibliographies

  • Using our course site, you will build a research base for this project
  • Each person must contribute at least 3 resources using the category “blog” and tag “bibliography”
  • Each source must include a correctly formatted MLA citation
  • Each source must be summarized and evaluated in two full paragraphs

Stage 3: Final Proposal

  • Create a dossier for your proposal. This should serve as the complete representation of your product. Create a 5-7 page description that features your research (properly cited in MLA format) and connections to what you have learned in this course.
  • You paper should include the following:
    • Purpose
    • Audience
    • Technical specifications (what products are you modeling this on, how will the user interface with the product, and include a mock-up/prototype)
    • Implementation plan (advertising/marketing/long term vision)
  • Include some kind of prototype or mock-up of your tool. Use multimedia to your advantage!
  • Include a full works-cited page for all materials used (including media)
  • Post this using category “blog” and tag “final”

Additional Notes:

Each student must meet with me in pre-scheduled conferences. I am also available to consult with you on your individual product pitches during office hours. This description is subject to change after we discuss your ideas.