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ELU (Enhanced Learning Unlimited) has developed state of the art interactive TV technology with a clear focus on T-Learning.
The ELU environment has been developed using the open interactive TV standard MHP (Multimedia Home Platform), a java iTV standard now adopted world wide.
The ELU technology is designed to run on MHP TV set-top boxes and on java enabled devices capable of running MHP or related middleware (MHP / GEM and BD-J for Blu-ray). The European industry has the potential to create very advanced terminals using established open standards (MHP-Java), deploying advanced video compress protocols (H264), and emerging standards for object oriented TV media (MPEG-4, MPEG-7 and MPEG-21).
The ELU environment includes a range of facilities such as T-Learning authoring tools for teachers and edutainment professionals, run-time T-Learning applications for the TV viewers, and a “smart” virtual teacher capable of interacting between the learners and the educational content. The ELU environment is based on an innovative concept called RAMO (Reactive and Adaptive Multimedia Objects), made available to the project by the company Cybercultus S.A..
ELU is based on the open MHP standard
ELU, in addition of using the MHP standard, has made major efforts to enhance MHP with new functionalities required for implementing appealing t-learning systems for general audiences. In particular specific modules for advanced HCI, personalization, delivery subsystem (i.e. ancillary user devices), and game templates have been implemented. These enhancements have been promoted among the MHP committee. The HCI has been conceived in a way to apply to multiple delivery systems such TV sets and handheld devices.
A virtual Teacher has been developed
The developed Virtual Teacher model integrates intelligent UI features and graphic animation, as well as an expert system, in order to enhance the user interaction with the educational content based on her/his own learning experience. The virtual teacher is closely integrated with the application courses and interprets the learner behaviour in order to guide him to the best way of interacting with the provided content. The underlying expert system is capable of interpreting the user learning behaviour and linking it to suggestions and to the relevant educational elements.
Game templates have been developed
Templates emulating a range of different educational games have been implemented providing the educational professionals with pedagogical means to strengthen the comprehension and assimilation of concepts and information, all in an entertaining and fun way.
The RAMO concept has been used
The Reactive and Adaptive Multimedia Object (RAMO) Model, conceived by Cybercultus S.A. and further developed and implemented within the context of the ITEA Jules Verne project, has been made available to the project.
Within ELU the RAMO concept has been used to support specific pedagogical facets as follows:
1 - Research activities on specifying and implementing sets of behaviours related to pedagogical tasks of users and their support by “smart” RAMO objects;
2 - Research activities dealing with specific sets of metadata describing "learning object". In this part, the focus was on interoperability issues of integrating learning standards
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