James Griffioen, W. Brent Seales,
James E. Lumpp Jr., Tom Kay
Department of Computer
Science
and
Department of Electrical Engineering
University of Kentucky
In this paper, we highlight the problems that can arise in a wireless setting, and we describe the advantages and disadvantages of the various hardware technologies as well as the software and network protocols that are best suited for interactive multimedia wireless classrooms.
At the University of Kentucky, we have been
studying ways to apply advances in wireless network technology
to enhance education.
The Wireless Classroom Project
is investigating new classroom environments that make use of laptops and
wireless networks to bring interactive multimedia into every class.
The project has two primary objectives: (1) to investigate and develop
the computing, networking, and software infrastructure needed
to support wireless classrooms, and (2) to experiment with and develop
new teaching methods that incorporate interactive multimedia to
improve the learning process. A third, but less critical goal of
the project was to investigate how wireless classrooms can be
integrated with distance learning environments to effectively
breakdown the distinction between local and remote students and
create a truly virtual classroom environment.
In our wireless classroom environments, each student is equipped with a laptop computer and a wireless network connection. The instructor's laptop may additionally connect to a microphone, video camera, art pad, and projection device. The instructor's display is projected on an overhead and video/audio feed of the instructor can be multicast across the Internet to remote students. The entire environment is mobile.
Unlike university programs that put laptops in the hands of students[3,6], the wireless classroom project focuses on the network and how interactivity and collaborative multimedia, facilitated by the wireless network, can revolutionize the way we teach. This paper describes the technological challenges of designing, implementing, and managing wireless classroom environments used for interactive multimedia instruction. Another paper, [5], describes the educational benefits and challenges of wireless classrooms.
Wireless classrooms offer a unique combination of unprecedented technologies. Not only does it bring impressive computing power into the classroom in the form of multimedia laptops, but it also brings the network into the classroom[5,8].
Having the network in the classroom obviously means
access to the vast information resources of the Internet, but more
importantly, it provides the opportunity for the instructor and the students
to to interact with each other in radically new ways.
For example, collaborative (networked) whiteboards create the
opportunity for
interactive class notes. Instructors can write notes on the
whiteboard, work through
examples, or annotate preloaded notes and have all their markings
transmitted immediately to student machines. Students can then
add their own public or private annotations.
A student can ``step to the
chalkboard'' to work through a problem without leaving their seat.
Moreover, the interactive class session (whiteboard notes) can be recorded and
played back at a later date.
Collaborative tools such as app sharing
are powerful teaching tools, allowing teachers to demonstrate
applications or lead students through information with the ability to
involve the students by letting them interact with the application.
Collaborative web browsing tools are a powerful way for instructors to
lead students through the material while allowing students to go off on
their own web site explorations. It also serves as an
excellent way to illustrate difficult concepts by leading them to
images, animations, video, or sound clips.
Live, hands-on experience that has historically been deferred to
dedicated computer lab session can now occur in any class at any time.
Moreover, when the above collaborative tools are combined with
multiconferencing software that support live video/audio, wireless
classrooms essentially eliminate the difference between students
sitting in class and remote students at distant locations.
Wireless classrooms also have the potential to be highly cost-effective. The expense of installing a wired connection for every seat in every classroom is staggering. Moreover, many older classroom and office buildings were not designed for wired networks and require substantial amounts of conduit work just to get the wires to the room. Wireless technology provides an unlimited number of network hookups in any classroom (even old, technologically archaic classrooms) without the enormous expense of installing the wire. It also provides access to campus areas that are not usually networked such as library carrels, study rooms, music practice rooms, coffee shops, or the campus park/mall. Furthermore, the mobility facilitated by wireless networks allows increased flexibility in scheduling and room assignments. Every room on campus can be used as a computer lab during any class.
Finally, wireless networks offer wonderful aesthetic benefits. Entire buildings can be placed on the network without any visible changes to the existing classrooms or physical structure. Thus classrooms can continue to be used in a conventional manner or as a high-tech wireless classroom.
Unfortunately, wireless networks do not currently offer the performance of their wired counterparts and thus must be carefully designed and planned if they are to support the interactive multimedia found in wireless classrooms.
This paper describes our experiences with the Wireless Classroom
Project at the University of Kentucky.
We designed and installed a wireless network that provides coverage to
the College of Engineering's
four main buildings where the classrooms,
conference rooms, faculty offices, and research labs are located.
The network consists of five access points. Simply stated, an
access point acts as a bridge between a wireless machine and
a wired network. Figure 1 illustrates the role of an
access point in a wireless network. Each laptop is equipped with a
wireless network card that transmits packets via a radio frequency (rf)
signal to other wireless laptops and to the closest access point.
The access point, which is connected to the wired network, then
forwards the packet to machines and routers on the wired network.
Similarly, when an access point sees a packet on the wired network
that is destined for a wireless machine, it forwards the packet via a
rf signal to the wireless machine.
The wired network in our case was the College of Engineering ethernet.
The engineering network (including the wireless network) connects to the
university backbone and the Internet. The university network supports
multicast and has a connection to the Internet multicast backbone (MBONE).
In some cases a building could be covered by a single access
point, while other buildings required multiple access points. As a
result, some buildings have overlapping coverage cells as
illustrated by Figure 1.
We selected Lucent Technologies WaveLAN wireless network technology
for this project (section 2.1 provides the
motivating reasons for our choice or hardware).
Students who used the wireless classrooms were given a laptop
computer (Gateway 2000) and a wireless network card/antenna. The
laptops were loaded with both Windows 95 and Linux and all the
necessary software, including a variety of collaborative tools and
distance learning software packages. Each of the instructors' machines
also included a Connectix Color Quickcam for video, audio via the
built-in microphone and speakers, a WACOM artpad to write on the
whiteboard, and a Boxlight SVGA projector to display the instructor's
screen
.
Several of our core classes have used the wireless classroom environment for class lectures. All classes occurred in the classroom normally assigned to the class. No modifications were made to any of the classrooms. Class sizes in most cases where around 20 students. Although larger class sizes are not uncommon, we found that 20 students was easily enough to swamp the network, and that new teaching approaches, and more efficient applications, and protocols needed to be used if interactive wireless classrooms are to scale to larger class sizes. We discuss this more in section 3.
During each class period, the instructor loaded the lecture slides into a shared whiteboard application and then used an artpad to write additional comments on the notes, fill in missing pieces, work through example problems, etc. The collaborative whiteboard immediately transmits all markings to the student machines and displays them on their screens. Lecture slides were prepared using standard presentation software or word processors and often included figures, graphs, or color images which meant that the pages being transmitted were of substantial size, in some cases several megabytes! Students were also able to add private or public markings on the whiteboard.
Instructors use a variety of other instructional tools depending
on the course and instructor's preferences.
A common technique was to
use a (collaborative) web browser to guide students to
images, video clips, animations, or example programs because of the ease
of running or launching these from within a browser.
All instructors agreed that app sharing is a powerful instructional
model. However, in almost all cases, we found it required enormous
amounts of bandwidth and so its performance over the wireless network was
unacceptable. Thus app sharing was used sparingly.
Being in computer science we often ran applications on the
computer science lab Unix machines where the X-display or telnet session
appeared across the network on our laptop screen.
Being unconstrained, students would also do unexpected things across
the network such as using chat sessions with classmates to ask simple
questions about the lecture such as ``is that an x4 or x9'',
exploring web links related to the topic being discussed, or unrelated
things such a watching the NASA space shuttle mission over the MBONE or
reading email.
.
In situations where there were remote students that were participating in the class, the instructor would also run multiconferencing software to transmit (across the wireless network to the wired network) a live video and audio stream from the instructor's laptop to the remote students. Remote students would also transmit audio (and possibly video) back the instructor and students in the classroom.
In short, instructors made heavy use of image filled notes, animations and video clips and possibly video/audio feeds, all desiring interactive (soft) real-time performance. We quickly learned that supporting this type of network traffic in a wireless setting takes careful planning and the use of the appropriate applications and protocols.
There are several issues that must be addressed when designing interactive multimedia classrooms. Although some problems are similar to those of conventional computer labs, the use of wireless technology combined with an emphasis on heavy use of real-time, interactive multimedia introduces a variety of new problems that must be addressed. The remainder of this paper describes some of the issues that must be considered when designing wireless classrooms. We also describe our experiences and provide recommendations based on what we learned.
Laptop and wireless network hardware is improving so fast that it is useless to talk about any specific hardware technology since it will be obsolete next in a few months. Instead, we will try to address the hardware issues that involve aspects of the technology that are unlikely to change. We will also try to provide network design principles that are invariant to the technology.
We decided to use WaveLAN equipment from Lucent. We had been using this technology in our research for several years and had experience with it. It supports both 2.4 GHz and 915 MHz frequency operating at 2 Mbps (the fastest at the time) and they announced a 10 Mbps card available within a year. The access points have a clean upgrade path, simply replacing the pcmcia card and antenna with a new card. New versions of access point software can also be downloaded and installed. WaveLAN is also compatible with DEC Roamabout wireless equipment. Finally it is supported by both Windows 95/NT and Linux.
From an management/integration standpoint, all laptops should be identical[7]. Since this is unlikely (our single shipment from Gateway had small differences between machines), wireless classroom designers should be ready for heterogeneity. However, some guidelines are useful.
Finally, care must be taken to avoid routing loops caused by overlapping access points communicating with one another. In general, most access points are designed to prevent such loops via a spanning tree algorithm, but it is not difficult to accidentally disable or defeat these features and create loops that bring down both the wired and wireless network.
While mobility is possible with most vendors and operating systems, roaming is not. Roaming requires that access points cooperate to seemlessly ``handoff'' a machine as it moves from one cell to another. This typically requires handoff support in the access points and roaming support in the operating system. For example, we could achieve mobility in the version of Linux we were using, but not roaming, while both were supported under Windows 95. Note that roaming typically assumes continuous coverage from the starting cell to the destination cell.
Our experience shows that the aggregate bandwidth capacity of the wireless network is very important for interactive multimedia applications. In order to support large class sizes (or multiple classrooms located close to one another), substantial overlap between access points can substantially improve performance. Roaming is a nice feature, but we have not found it to be particularly important for the wireless classroom environment. We did run into problems when connecting to our bridged network, both because of the large amount of broadcast traffic, and the fact that our bridges were not all operating in a ``transparent'' mode.
Not surprisingly, we found that instructors really liked the ability to include multimedia in their lectures and didn't hesitate to use it extensively. As a result, lecture slides had lots of fancy diagrams, figures, charts, and high-resolution images. They also liked using animations and video clips that came with the textbook or were obtained from the WEB. Although this is exactly what we were hoping for, this type of activity quickly brought the wireless network to its knees and in a few cases even hung the network. It was not uncommon for slides with graphics or images to be a megabyte or more in size. Video clips were often several megabytes in size. The live video/audio feeds were not excessively large (between 30 and 150 Kbps), but they required low variance and packet loss as did the other interactive applications. Hopes of app sharing were essentially abandoned early on, and collaborative web browsers resulted in all the students requesting the same document from the same server over the network at the same time. In other words, wireless networks are not yet capable of handling arbitrarily large amounts of multimedia data.
Given the limitations of existing wireless technology, instructors/students must carefully decide when multimedia is necessary (as opposed to just flash) and must also select applications and protocols that limit the load imposed on the network. Collaborative applications that support multicast communication exhibited, by far, the best performance. Unfortunately most applications written for Windows 95 do not support multicast communication. Even collaborative applications like Databeam's Distance Learning Server and Teamwave's Collaborative Workplace use a centralized server and unicast communication and do not scale up to support live multimedia traffic. Preloading slides and other multimedia data at the beginning of class can increase performance during class but often delayed the start of class and did nothing for live multimedia.
We observed the best performance with the MBONE collaborative application suite because it supported IP multicast communication. We typically used a whiteboard (wb), shared text editor (nt), video feed (vic), and audio feed (vat). We were able to run all of these simultaneously with excellent performance. Unfortunately, these tools were not developed for the wireless classroom and often omitted features that would be useful in such a setting. We also wrote our own collaborative web browsing system that used standard web browsers but replaced the unicast communication model with a multicast communication model. The browsers were driven by multicasting the URL to be followed and then by having the web server multicast the desired pages back to the student machines.
In order for us to make effective use of the wireless network, we had to use authoring tools that generated small data files. For example, when including images in web pages, jpeg images were used over gifs. Images were also scaled to the desired size rather than sending the unscaled image and then scaling it while displaying. When creating animations, shockwave or other compact representations were used. When generating postscript, compressed postscript formats were used.
Wireless classrooms and interactive multimedia classes have the potential to revolutionize the way we teach. However, the heavy loads imposed by interactive multimedia lectures and distance learning, combined with the current limitations of wireless networks, means that the network must be carefully designed and used. We have described the features of a network design and software that can make wireless classrooms effective even with today's technology.