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Creative Techniques for Developing E-Learning Software for Computer
Graphics
Rajiv Dharaskar
Department of Computer Technology
MP Institute of Engineering & Technology, Gondia, MS, India 441614
rvdharaskar@rediffmail.com
Rajesh Dixit
Department of Electronics Engineering
MP Institute of Engineering & Technology, Gondia, MS, India 441614
rrdixit@yahoo.com
P. S. Mendole
Department of Computer Technology,
MP Institute of Engineering & Technology, Gondia, MS, India 441614
psmendole@rediffmail.com
Vishwajit Bajpayee
Department of Computer Technology,
MP Institute of Engineering & Technology, Gondia, MS, India 441614
bajpayee@rediffmail.com
Nilesh Choube
Department of Computer Technology,
MP Institute of Engineering & Technology, Gondia, MS, India 441614
nchoube@rediffmail.com
Abstract
The Computer Graphics is one of the core & difficult subjects of Computer discipline. To teach the working
of the complicated algorithms using blackboard is a difficult task because it involves complicated data
structures as well as constraints from computer hardware. On the top of this, three dimensional concepts
can not be explained with the help of traditional black board teaching techniques. To develop the e-
learning product for such subject is a challenging task. This paper describes innovative e-learning
methods, tools and techniques to develop effective e-learning product for this subject.
1. Introduction
The Computer Graphics is the core subject of computer stream. It is one of the difficult subjects for
teaching as well as learning. To understand this subject the knowledge of computer programming language
(C, C++, Java, DirectX, OpenGL, 3D Java API etc), data structure, advanced coordinate geometry and
computer hardware is needed. In many universities the students can opt the computer graphics subject only
after successful completion of course module on mathematics. On the top of that the data structure itself is
the difficult core subject. That is not all; the computer graphics is totally dependent on computer hardware.
In addition to this power of 3-D visualization plays important role. All these are interlinked. To teach one
topic many times the knowledge of other topics are required. For example, the knowledge of display
adapter cards, VDU memory, Random Access Memory, working of microprocessor, DAC Registers etc. is
needed to teach the preliminary concepts like pixel, Frame Buffer Array, bit planes, Text/Graphics modes,
Color palettes, Interlacing, and even the simplest DDA and Bresenham line drawing algorithms. The
advanced topics like Transformations, Polygon filling, Hidden line removal cannot be taught properly
without knowing the above mentioned preliminary concepts. Thus to develop the e-learning software for
this subject is always a challenging task [1] [2].
This paper describes a very effective technique for developing e-learning software for such a difficult
subject. To achieve this goal, the entire syllabus of this subject has been divided into four parts namely
algorithms, 2d/3d Graphics (Transformations), 3d Graphics, Working of Computer Graphics System. For
each task different e-learning techniques have been developed [3] [4] [5].
2. Techniques for Computer Graphics Algorithms
Fig 1. Main Screen Fig 2. Simulation
2.1. First Phase
The algorithms consume more than 50% teaching time for this subject. It is difficult to visualize the
working of these algorithms with the help of blackboard. To understand the logic of algorithms, the student
must know the effect of algorithm on drawing object in a step by step manner. The pseudo simulation of
the algorithm is the better technique teaching these algorithms [17]. In the first phase the pseudo
simulation technique has been developed with the help of MS PowerPoint as shown in figure 1 & 2. This
simulation shows every step of the algorithm and its effect diagrammatically. Generally 10 hours are
required to teach 15 important algorithms of this subject. Using this technique just one and half hour is
more than sufficient. It shows the efficiency of this method [6].
2.2 Second Phase
The MS PowerPoint has been preferred in the first phase because after feedback of students the necessary
modification can be done instantly. In addition to this, these PowerPoint slides can be utilized directly to
develop web based e-learning system through Reusable Learning Objects (RLO) with the help of SCORM
(Shareable Content Object Reference Model) specifications and Open Source Learning Management
System like Moodle [19]. The design part of this phase is completed and implementation is under process
[7].
2.3 Third Phase
According IDC (International Data Corporations), in 2003 the number of mobile phones exceeds the
number of PC in the world. On the top of this, the internet access through mobile/handheld devices is far
greater than desktop computers. Thus the m-learning (mobile learning) will be next generation of e-
learning. Many mobile/handheld devices can be used for m-learning like mobile phones, extensible mobile
phones, smart phones, laptops, notebooks, tablet PCs, PDAs, and Pocket PCs etc. The m-learning needs
totally different programming techniques. The planning of m-learning has been started for this phase using
Midlets with the help of J2ME (Java 2 for Micro Edition), Java Toolkit as well as through Macromedia
Flash Lite 1.1 for mobile devices. It will take one more year to complete this phase.
3. Two-Dimensional Graphics
3.1. First Phase
According to Gardners theory there are 7 types of learners and one third students are visual learners. This
means 2/3 are not visual learners. To teach, two/three dimensional graphic, to these category of students is
quite difficult using traditional methods like blackboard [18].
For 2-D/3D transformations, the new technique has been developed using C language. This software
demonstrates every type of two dimensional transformations for user selected shape. To draw this shape the
user provides the coordinates of vertices. The software shows original and transformed shape as shown in
figure 3 & 4. To teach entire two dimensional transformations minimum 12 hours are required. Using this
technique just 1 hour is sufficient. It’s a open source code, thus students can learn more by studying the C
coding of this program [8] [9] [10].
3.2. Second & Third Phase
The software will be converted into Java Applet for web based e-learning solution. For developing more
effective software Flash and Java combination will be used [11] [12] [13]. Again for M-Learning the design
process for third phase has been started.
Fig 3. Rotation by 270 degree Fig 4. Enlargment
4. Three Dimensional Graphics
The three dimensional graphics visualization is the most challenging task for the students. To demonstrate
this concept presently Rhino 2.0 software has been used (Figure 5). This software supports very useful
command line user interface. After drawing the object, it can be viewed by any angle. Even it supports
three dimensional views as well rotation facility. On the same line the development of Java Applet has been
started. It involves very complicated mathematics and will require 6 moths to develop [14 [15] [16].
5. Working of Computer Graphics System
The working of the computer graphics system has been simulated with the help of Flash and Java. As
compare to above techniques it is simple but time consuming job.
Fig 5. Rhino 2.0 Screen Shot
Conclusion
The innovative e-learning techniques have drastically reduced the teaching time of computer graphics. The
experience shows that these e-learning techniques make the teaching-learning process 4 times faster than
classroom teaching. This new method is more effective than traditional methods of teaching. It also helps a
lot for the memory retention process of students for this subject. The computer graphics is very complicated
subject and thus only 60% classroom teaching can be replaced using these techniques.
References
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[19] Open Source LMS Moodle
http://moodle.org