Ellie Zenhari

Ellie Zenhari ITGM 755

Revised Outline

THESIS OUTLINE

I. Thesis Abstract

II. Introduction

aProblem statement: Conventional simulators and online instructional methods fall  short in delivering higher order learning

b. Proposed solution: By utilizing direct manipulation with real-time feedback, a learner can better synthesize cause and effect relationships, thus bridging the gap between abstract concepts and the theory behind those concepts.

Thesis statement:

Conventional simulators and online instructional methods fall short in delivering higher order learning. By utilizing direct manipulation with real-time feedback, a learner can better understand how technical manipulation effect visual results, thus bridging the gap between abstract concepts and the theory behind those concepts.

III. Visualization Tools

a. History Of Visualization Tools

b. Advantages of Visualization Tools

i. Facilitated understanding of complex topics
ii. Increased familiarity with Interface

c. Dis-advantages Visualization Tools

i.   Can be misleading to the visitors not familiar with the metaphors used.
ii.  Cognitive Tools are incomplete.
iii. Can become outdated quickly.
iv. Experts & Research

d. Visualization Tools Examples

i. Yahoo body map
ii. TheSim Cam
iii. Camera Simulator

III. Direct Manipulation 

a. History Of Direct manipulation
b. Advantages of Direct Manipulation
c. Dis-advantages of Using Direct Manipulation
d. Experts & Research

IV. Visualization Tools & Direct Manipulation In Education

a. History Of Visualization Tools In Education
b. Advantages of Visualization Tools In Education
c. Dis-advantages Visualization Tools In Education

V. Methodology

a. Identify the problem
i. Conventional simulators and online instructional methods fall short in delivering higher order learning.

b. Provide a solution
i. An application that promotes higher learning through direct manipulation and interaction providing immediate visual feedback.
ii. Research
iii. Low Fidelity Prototype
iv.  User Testing
v. Revisions
vi. High Fidelity Prototype
vii. User Testing
viii. Revisions
IX. Additional Testing

VII. Thesis Final Prototype

  1. Final prototype for the virtual camera
  2. Film speed manipulation, providing immediate visual feedback
  3. Shutter speed manipulation, providing immediate visual feedback
  4. Aperture manipulation, providing immediate visual feedback
  5. Shutter and Aperture manipulation, providing immediate visual feedback
  6. Shutter, aperture and film speed manipulation simultaneously, providing immediate visual feedback
  1. Evaluate and assess the effectiveness of the application in promoting higher learning through:
  1. User testing
  2. Class projects
  3. Student project outcome

VIII. Additional improvements

IX.  Conclusion

  1. Appendices A.
    a. Target Audience Testing I
    b. Target Audience Testing II
    c. Target Audience Testing III

XI. Appendix B. Prototypes

 

 

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