SMIL-Based eLearning Wrapper for Incorporating Computer Games on Personalized Multimedia Course Materials

  • Elvis Wai Chung Leung
  • Frederick W. B. Li
  • Qing Li
  • Rynson W. H. Lau
Part of the Lecture Notes in Computer Science book series (LNCS, volume 3597)


A dramatic increase in the development of technology-based teaching and learning has been witnessed in the past decade. Many universities and corporations have started to rethink the design and implementation of learning systems. In particular, these systems do not have powerful multimedia retrieval features for responding to student enquiries based on individual students’ background and interests. In this paper, we present a SMIL-based approach to manage text, graphics, audios, and videos for incorporating computer games on personalized media-based course materials to satisfy the needs of individual students. In particular, we incorporate computer games in the personalized course materials so as to further promote learning interest, motivate thinking, and retain students learning on the Internet. The facilities and capabilities of user profiles, XML, game engine, and SMIL are incorporated and utilized in a prototype system that has been presented by RealOne on the PC platform.


Analytic Hierarchy Process User Profile Multimedia Document Concept Node Game Engine 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Pimentel, M.G.C., Abowd, G.D., Ishiguro, Y.: Linking by Interacting: a Paradigm for Authoring Hypertext. In: Proceedings of ACM Hypertext (May 2000)Google Scholar
  2. 2.
    Mukhopadhyay, S., Smith, B.: Passive Capture and Structuring of Lectures. In: Proceedings of ACM Multimedia, October, pp. 477–487 (1999)Google Scholar
  3. 3.
    Stern, M., Steinberg, J., Lee, H.I., Padhye, J., Kurose, J.F.: MANIC: Multimedia Asynchronous Networked Individualized Courseware. In: Proceedings of Educational Multimedia and Hypermedia, pp. 1002–1007 (1997)Google Scholar
  4. 4.
    Leung, E., Li, Q.: Dynamic Conceptual Network Mechanism for a Web-based Authoring System. In: Chung, C.-W., Kim, C.-k., Kim, W., Ling, T.-W., Song, K.-H. (eds.) HSI 2003. LNCS, vol. 2713, pp. 442–453. Springer, Heidelberg (2003)CrossRefGoogle Scholar
  5. 5.
    Leung, E., Li, Q.: XML-based agent communication in a distributed learning environment. In: Liu, W., Shi, Y., Li, Q. (eds.) ICWL 2004. LNCS, vol. 3143, pp. 136–146. Springer, Heidelberg (2004)CrossRefGoogle Scholar
  6. 6.
    Leung, E., Li, Q.: Towards a Personalized eLearning System. Encyclopedia of International Computer-Based Learning (To be published by Ideas Pub. in 2005)Google Scholar
  7. 7.
    IEEE Standard 1484.12.1 for Learning Object Metadata,
  8. 8.
    Riley, G.: CLIPS, A Tool for Building Expert Systems,
  9. 9.
    Saaty, T.L.: The Analytic Hierarchy Process. McGraw Hill, New York (1980)zbMATHGoogle Scholar
  10. 10.
    Jonassen, D.H.: Supporting Communities of Learners with Technology: A Vision for Integrating Technology with Learning in Schools. Educational Technology 35(2), 60–63 (1995)Google Scholar
  11. 11.
    Lesser, V.R.: Cooperative Multiagent Systems: A Personal View of the State of the Art. IEEE Transactions on Knowledge and Data Engineering 11(11) (January –February1999)Google Scholar
  12. 12.
    Johnson, D.W., Johnson, R.T.: Cooperative learning: where we have been, where we are going. Cooperative Learning and College Teaching 3(2) (Winter 1993)Google Scholar
  13. 13.
    Duffield, N., Ramakrishnan, K., Reibman, A.S.: An Algorithm for Smoothed Adaptive Video over Explicit Rate Networks. IEEE Transactions on Networking 6, 717–728 (1998)CrossRefGoogle Scholar
  14. 14.
    Goncalves, P.A.S., Rezende, J.F., Duarte, O.C.M.B.: An Active Service for Multicast Video Distribution. Journal of the Brazilian Computer Society 7, 43–51 (2000)CrossRefGoogle Scholar
  15. 15.
    BECTA, Computer Games in Education Project (CGE). British Educational Communications and Technology Agency (2001), Available online:
  16. 16.
    Kirriemuir, J.: Video Gaming, Education and Digital Learning Technologies: D-Lib Magazine. Vol. 8(2) (February 2002), Available online:
  17. 17.
    Avedon, E., Sutton-Smith, B.: The Study of Games: A Source Book. Teachers College. Columbia University. Robert E. Krieger Publishing, Huntington (1979)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2005

Authors and Affiliations

  • Elvis Wai Chung Leung
    • 1
  • Frederick W. B. Li
    • 2
  • Qing Li
    • 1
  • Rynson W. H. Lau
    • 1
  1. 1.City University ofHong Kong
  2. 2.The Hong Kong Polytechnic University 

Personalised recommendations