Below are a few videos and ideas we've generated around possible uses for multi-touch surfaces in classroom settings, some elements in these videos are functioning parts of existing research but most elements are concepts about how we envision tables integrating into broader notions of collaboration and curriculum interactions.
Data Gathering and Sharing
In this video we see students interacting with large multi-touch displays to browse through large sets of data. Students are free to move throughout the classroom and interact with any of the surfaces and capture any information that is of interest to them (or are part of the curriculum aims) on their smartphones using QR codes - since each student is connected to s specific smartphone this allows the screens to be learner independent. The second part of the video shows students collaborating around a single multi-touch table - placing their phones on the table and using user specific fiducials the students are connected (via the room's wifi) on the surface where they can drag files into the center of the table to share for annotation, discussion, or future use (possibly at home or in another location).
Authentication and Activity Launching
This video shows how a teacher (with the use of a fiducial) could authenticate themselves on the table giving them access to the different curriculum activities they have designed and to launch on of the activities in the smart classroom. This would also set the state for all students who enter the room as well.
Using Symbolic Notation for Scripting of Class Activity
This video shows how a series of objects could be used symbolically represent pieces of a curriculum interaction and gives some thought to how a teacher might use these objects to more easily construct complex technical/pedagogical scripts. The objects represent different elements of the interaction including groups, agents, questions, and stages of the interaction process.
Collaborative groupware and visualizations
This video shows how the room can be transformed into an interactive learning environment where the interactions of students directly affects what the other students in the class see and must respond to. In this case the class is transformed into eukaryotic cell of a dog (Fido), and the students at each display are taking on the roll of a specific function/part of the cell. In this case the table acts as a "central command" where conditions of the environment (in this case the dog) can be controlled, which the rest of the class will have to react to.