Wireless Infrared Networking in The Duke Paperless Classroom
        
        
        
        by GEORGE D. STETTEN, Assistant Research Professor Department                      of Biomedical Engineering Duke University and SCOTT D.                     GUTHRIE, Teaching Assistant Duke University Durham, N.C.                  During the spring semesters of 1994 and 1995, freshmen in Duke                  University's Department of Biomedical Engineering participated in the                  first full-scale classroom test of diffuse infrared (IR) networking. The                  experiment was known as "The Duke Paperless Classroom" and the                  subject of the course was introductory computer programming and                  numerical methods. Reported in numerous mainstream press                  publications (see sidebar), it's one example of cutting-edge learning                  environments afforded by new technologies.                  This article names the products used and reports on how classroom                  dynamics were (and were not) changed, and which instructional                  strategies proved most effective in this environment.                  The project used an IR networking device from Photonics called the                  Cooperative Transceiver. A total of 72 student volunteers purchased                  Macintosh PowerBooks (Models 165c and 520, in the two successive                  years) and carried them into the classroom twice a week. The IR devices                  were used to form a LocalTalk network in the classroom.                  The teacher's PowerBook was attached to computer graphics projector                  (ViewFrame SpectraC) projected on a big screen in front of the class,                  replacing the chalkboard and traditional slide projectors.                  Farallon's Timbuktu Pro software was utilized as it allowed the teacher to                  project the screen of any student's computer over the IR network onto                  the big screen, and also to functionally take over and control that                  student's keyboard and trackball. The teacher could, in effect, lean over                  any shoulder with the rest of the class watching. In addition, individual                  students could take turns operating the teacher's computer via Timbuktu                  as well, allowing the whole class to work together on joint projects using                  a single computer. No physical alteration was required to the classroom                  itself.                  What is Diffuse Infrared Communications?                  Computer clusters on campus have been connected by networks for                  decades, but portable computers offer new challenges to networking                  technologies. Wireless communications provides distinct advantages                  here, including the ability to:                       Provide local area networks without physically altering the                       classroom or limiting service to specific locations; and                        Provide access to printers or the Internet for students within                       large public spaces such as the library or common room, while                       preserving local mobility within such spaces.                   The Photonics device is the first commercially available embodiment of a                  new wireless technology based on diffuse infrared light.1 The device is                  about the size of a computer mouse and plugs into the back of a Mac                  PowerBook, from which it derives power. The transceiver uses the same                  sensor and emitter elements found in television remote controls.                  However, unlike line-of-site devices which must be pointed at each                  other, the diffuse IR transceiver is sensitive enough to capture                  reflections from ceilings and walls. This permits a large number of                  transceivers in a typical lecture hall to be connected simply by pointing                  them at the same general area of the ceiling (we tested up to 41 at once).                  Unlike radio devices, there is no interference from neighboring rooms.                  The speed of the present IR network between Mac PowerBooks is the                  same as that for wired LocalTalk connections, about 230 kilobits per                  second (kbps). In fact, the IR hardware is completely transparent to                  networking and printer software, including the software built into every                  Macintosh. Any two Macintosh computers equipped with infrared                  devices may share files peer-to-peer without additional software or                  set-up. A similar IR device, from Photonics, inserts into a PCMCIA slot                  of any IBM compatible, and runs at approximately 1 megabit per second                  (Mbps). These speeds are roughly 10-40 times slower than typical                  Ethernet, which operates at 10 Mbps. Nonetheless, diffuse IR is fast                  enough to support certain important in-classroom functions, in                  particular, screen sharing and remote control between the teacher and a                  single student.                  The long-range promise of diffuse IR includes higher speeds, perhaps as                  fast as 100 Mbps, but such systems are still experimental, expensive and                  power-hungry. The Photonics device is available today and only drains                  the battery of the notebook computer a small amount. We found                  Photonics' estimate of a half-hour reduction in battery life to be accurate.                  In our experience the devices were 100% reliable, even after being                  carried in freshmen knapsacks for two semesters. The current U.S.                  educational price for the Cooperative Transceiver is about $100.                  Why Use Notebook Computers?                  Student-owned computers offer the students important advantages over                  university-maintained clusters, including:                       Increased accessibility, and                        Greater pride and responsibility of ownership.                   Students learn to use computers through their fingers, much the way                  musicians learn to play their instruments, or soldiers learn to use their                  guns. They master the equipment by learning not only how to operate it,                  but also to maintain and upgrade it. Many students already own                  computers, mostly for use in their dorm room for word processing,                  entertainment, and increasingly, for network access. Many colleges                  including Duke supply dorm rooms with connections to the Internet,                  and there is little doubt that students benefit from such dedicated and                  convenient access.                  One basic choice for a student buying a computer is whether to get a                  desktop or notebook model. Desktop models are cheaper, faster, have                  better displays, more options, and fewer problems with theft and                  breakage. So why choose a notebook? We contend that students are a                  nomadic people, hunter-gatherers of education. There is still no                  replacement for exploring the classrooms, libraries and laboratories that                  comprise the physical campus. Carrying a notebook PC on this quest                  offers the student truly unlimited access to their own individual                  environment, and the ability to participate in special classrooms                  designed for notebook computers, if such courses are included in the                  curriculum.                  The Classroom Network                  A recent article in The New York Times reviewing various experimental                  classrooms, including our own, was entitled "No Talking in Class",2                  suggesting that speech was being replaced. This was far from the truth                  in our class, although the teacher did find himself in some cases                  competing for attention with the students' computers.                  Where once students who were bored with the lecture would have been                  doodling in the margins, instead they could be doing useful work on                  their computers. A certain etiquette was established to discourage the                  playing of games or sending "paperless airplanes" over the network to                  other students during class.                  Our primary goal was to enhance the existing human network within the                  classroom, while doing no harm. Socrates had a perfectly good wireless                  network, functional and reliable, and it survived to the present day. This                  network, as shown in Figure 1, is based on the human auditory and                  visual systems, as well as the chalk, pencil or pen held in the human                  hand. Each arrow represents a channel of information.                  How then should we add a computer network without detracting from                  the existing system? First, we decided to keep the idea of the chalk                  board, only in the form of the big-screen projector. Maintaining                  audience cohesion is best achieved by focusing people's attention on a                  common spot in full view. The big screen showed whatever was on the                  teacher's computer, and by using screen-sharing software (Timbuktu                  Pro) this could also include the screen of any computer in the room. In                  fact, several students' screens could be projected at once on a                  split-screen display. Plus, the teacher could control any student's                  computer or any student could control the teacher's machine (with the                  teacher's permission).                  At the beginning of each class, as students walked in and opened their                  machines, their names were automatically added to a growing menu on                  the teacher's screen, from which he could choose a student simply by                  pointing and clicking. To assist the teacher in identifying students, their                  names were physically pasted in large white letters on the lids of their                  computers, where they could be easily seen from the front of the room.                  The information flow in our classroom is shown in Figure 2. Note that                  none of the basic pathways in Figure 1 has been removed. Notebook                  computers with their small tiltable screens and minimal noise are                  relatively unobtrusive compared to a typical workstation cluster. A                  significant increase in bandwidth over the traditional classroom                  occurred, especially in information flowing from an individual student to                  the teacher and onto the big screen. Now students didn't just ask a                  question, they showed a question, and everyone in the class could see                  it.                  Computer audio channels are not shown (and were not used in our                  experiment), although audio inputs and outputs came standard on our                  PowerBooks. Sporadic sound effects were, in fact, a short-lived source                  of amusement, and students were quickly encouraged to disable their                  sound effects. However, when properly integrated, audio output could                  actually be useful in a number of ways: to teach music, a foreign                  language, or even demonstrate concepts in signal processing. Audio                  input may be useful as well, especially as speech recognition improves.                  Classroom Dynamics: Four Modes                  In our two semesters of practical experience with the infrared network we                  have identified a number of useful teaching techniques. They may be                  grouped into the following four modes of operations: standard lecture,                  solving students' problems, building a shared project, and student                  demonstrations.                  Mode 1: Standard Lecture                  Many times in class it was important simply to "broadcast" information                  to the students, a mode analogous to the standard lecture. This did not                  require the IR network, but relied heavily on the projection system.                  Instead of using presentation software that is commonplace in the                  corporate world, we used the C++ compiler which the students were                  learning anyway as part of the course. This allowed the lecture to                  include the creation and modification of actual programs, demonstrating                  the entire act of programming as well as general use of the computer.                  The students could try it, right there and then.                  The standard on-screen arrow controlled by the mouse served as a                  pointer, and highlighting blocks of text helped focus students' attention.                  This mode also brought new meaning to the phrase "last minute                  preparation," since it allowed the teacher basically to improvise from                  scratch.                  Because this mode did not need to use the network, it allowed for                  "handouts" to be distributed and homework to be collected over the IR                  network in the background. A student in the front row was recruited so                  as not to tie up the teacher's machine. Timbuktu simplified the                  procedures by automatically distributing handouts to multiple                  destinations and by labeling incoming homework assignments by date                  and sender. Since the files in our case remained relatively small (mostly                  source code) the network had plenty of bandwidth for these operations.                  Mode 2: Solving Student's Problems                  It was very helpful, especially as we got things working at first, for a                  student to be able to raise his or her hand with a problem. The teacher                  then picked the student's name from the menu, and in a few seconds the                  student's screen appeared on the big screen. The student could then                  show the problem. Taking control of the student's PowerBook, the                  teacher (hopefully) could solve the problem, often with the help of                  others in the class. The student's keyboard remained active as well,                  sometimes leading to confusion (a situation known as "mouse wars")                  until the etiquette of shared control was established.                  A major advantage of such communal debugging was that each lesson                  had to be taught only once, in contrast to the traditional method of the                  teacher walking up and down aisles solving the same bug repeatedly for                  many students. Communal debugging allowed the class as a whole to                  lean over one virtual shoulder and participate in finding and fixing the                  bug.                  The sudden variation from one student's environment to the next was at                  times disconcerting, but overall, this mode was effective in helping                  students learn the basics. However, as the class progressed into                  learning the skills of programming, there was insufficient time to debug                  everyone's program and another mode was needed.                  Mode 3: Building a Shared Project                  In the next phase, students were "volunteered" to take over the                  teacher's computer one at a time, and to develop new programs together                  as a class. This mode seemed to focus the attention of everyone by                  presenting a more cohesive and long-term task, and also because people                  knew they could be next.                  The "hot seat," as it was called, had to be used with sensitivity for the                  potential embarrassment of unprepared students. But, in that respect it                  was not much worse than calling on random students in the traditional                  classroom. An added advantage was that students in the hot seat could                  try software that resided only on the teacher's machine.                  Mode 4: Student Demonstrations                  In final mode, students showed off their successes. Show-and-Tell was                  an entertaining and effortless way to come up with new material. The                  student authors were at hand to explain their work and receive both                  glory as well as constructive criticism on the finer points of                  programming and documentation, which even the most advanced                  students could use.                  Show-and-Tell was useful primarily during the final month in the course.                  Our students had created video games with a custom software library                  called reality.c, which provides building blocks for real-time interactive                  simulations using spaceships, planets, suns, etc. With reality.c the                  students produced interactive graphical environments while learning                  about physics, mathematics and numerical methods. Although                  examining students' source code and documentation in this mode was                  very useful, the IR network sometimes had trouble keeping up with the                  rapidly changing graphical output of the programs, when they were                  actually run on the students' machines.                  Conclusions                  While computer programming was an appropriate subject for our                  experiment, it is clear that the Paperless Classroom could also serve well                  for any subject in which human-computer interactions capture the                  intellectual or creative process. These already include such endeavors                  as writing, architecture, music composition, and the visual arts, where                  computers are well established tools of the profession. In addition, more                  conceptual and information-based subjects such as mathematics,                  history and geology are rapidly undergoing a revolution in                  computer-based education, and whatever software is created to replace                  textbooks can be shared effectively in the Paperless Classroom.                  Present diffuse IR technology demonstrates sufficient bandwidth to                  allow remote screen projection and keyboard/trackball control of                  notebook computers, except perhaps in the case of rapidly changing                  graphics or video. Even with its speed limitations, infrared technology                  offers an overriding advantage to schools in terms of flexibility and                  financial savings, by requiring no physical alteration of the classroom                  itself. n                  The project was supported by generous donations from Photonics,                  Farallon, Apple, nView, and by the National Science Foundation                  through grant # CDR8622201. We wish to thank James McElhaney and                  Marion Sheppard for their guidance and support.                                     George D. Stetten received a bachelors degree in engineering from                  Harvard University, a masters in Biology/ Computers from NYU and an                  M.D. from SUNY at Syracuse. He designed the first computer system on                  Deep Submersible Alvin, as well as a radio telemetric egg for incubation                  studies featured in the 1993 Discover Magazine Awards for the                  Environment. He is currently the Director of the Visualization and Image                  Analysis Laboratory at Duke University, and has taught the Duke                  Paperless Classroom for the past two years. E-mail:                  
[email protected]                  Scott D. Guthrie is a junior at Duke University majoring in Computer                  Science and Political Science, who has been a computer consultant since                  the eighth grade. He has served as a Teaching Assistant in the                  Paperless Classroom since its inception, and his experience with                  networking and programming was central to its success. E-mail:                  
[email protected]                  References:                  1. Samdahl, R. (Mar., 1994), "IEEE 802.11; Wireless Access Methods and                  Physical Layer Specifications," Contribution to the IEEE 802, 11-94/56.                  2. Lii, J. H. (Apr. 10, 1994), "No Talking In Class," The New York Times,                  p. 4A-7.                  Products mentioned in this article:                  Cooperative Transceiver; Photonics, Inc., San Jose, CA, (408) 955-7930                  Timbuktu Pro; Farallon, Inc., Alameda, CA, (510) 814-5000                  reality.c, (for Mac, MS Windows & UNIX) Zwitter Press, Chapel Hill,                  NC, (919) 967-6374                  ViewFrame Spectra C projector; nVIEW, Inc., Newport News, VA, (804)                  873-1354