Making 3D content accessible for teachers

  • Authors:
  • Edward Tse;Min Xin;Viktor Antonyuk;Henry Lai;Carl Hudson

  • Affiliations:
  • SMART Technologies, Calgary, AB, Canada;SMART Technologies, Calgary, AB, Canada;SMART Technologies, Calgary, AB, Canada;SMART Technologies, Calgary, AB, Canada;SMART Technologies, Calgary, AB, Canada

  • Venue:
  • Proceedings of the 2013 ACM international conference on Interactive tabletops and surfaces
  • Year:
  • 2013

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Abstract

One of the primary goals of teaching is to prepare learners' for life in the real world. Given that we live in a three dimensional world educators must teach 3D concepts. As 3D content becomes increasingly available through the Internet, large display touch and tangible manipulation needs to make 3D manipulation simple and uncluttered to enable adoption in classrooms. We describe an iterative process with actual customers to create a commercial product for education. In the process we discover customer needs such as occlusion minimizing 3D rotation, scale, simpler mixed reality cube selection, hide and reveal features, and labelling. This application paper summarizes 36 weeks of hardware and software development. It illustrates the use of a lean start-up methodology to achieve a minimum viable product. We discuss some of the lessons learned from Genchi Genbutsu (i.e. Toyota method meaning go see for yourself) observations at several school visits as part of a technical trial deployment.