Showing posts with label ipod touch. Show all posts
Showing posts with label ipod touch. Show all posts

Thursday, September 9

Apple u-turn is excellent news for cross-platform app developers!

imageThe big news of the moment amongst App developers, is the surprise announcement by Apple that they are relaxing some key restrictions on how Apps can be made. In particular they say:
…we are relaxing all restrictions on the development tools used to create iOS apps, as long as the resulting apps do not download any code. This should give developers the flexibility they want, while preserving the security we need.
As one of a small (but enthusiastic) set of app developers striving to make cross-platform apps, this is a HUGE deal.
Apple is not against cross-platform apps per se, but until recently they were very against Adobe & Flash, and their previous stance was to a large extent an attempt to block several different technologies that allowed Flash apps to be automatically disassembled, and automatically re-assembled into an App.
Ignoring the Adobe vs Apple squabbles for a moment, there was another group of developers who were being caught in the fallout. Those are the app developers using one of a few choice systems (many open source, collaborative frameworks) that allow you to code once, and deploy to iPhone, Android, WinMob, Blackberry …..
The smallprint of the Apple restrictions, also restricted this sort of App. And an increasing number of them started getting refused across all of the frameworks
The fundamental technical problem is that it is not possible to write one piece of native software that plays on iPhone, Android, WinMob, etc. They all use different languages. The only way to do this is to use a computer to generate multiple different versions for different platforms. And it is this interim computer intervention that caused the trouble.
But – today this has changed. And all the cross-platform app developers around the world are heaving a sigh of relief
So – good news for cross platform mobile apps!
(Another equally interesting development, is Apple going public with their developer guidelines – previously us developers had no way of knowing the criteria used to decide whether to accept, or reject an app!)
For a quick synopsis of the top tools for building cross platform apps  read on …

 Appcelerator Titanium - http://www.appcelerator.com
Like most on my list, Titanium lets developers create an app in traditional web coding (HTML, CSS, Javascript), and then it renders the web code into a native apps for iPhone and Android (Blackberry in the pipeline)
The system builds apps. But you also get access to the converted (native) source code which allows for a second round of platform specific tweaks - if you know what you are doing
Initially Titanuim started as fully open source, but now a “free” and better supported “pay” version.
Nice review here: http://labs.thesedays.com/2010/02/04/review-of-appcelerator-titanium/

 
 
PhoneGap - http://www.phonegap.com
Like Titanuim, developers code their app in web coding. Unlike Titanium, the final app that is built still contains the original web coding, but buried within the app. Fully Open Source, all the app code is available, and can be customised for your own needs
We use both of these two quite a bit, and they are both great. Lightweight native apps embedding web-apps that can be both online, or offline. 
Although not really “app building”, special mention needs to go to JQTouch (http://www.jqtouch.com/) and Sencha Touch (http://www.sencha.com/products/touch/), 2 AJAX frameworks that you need to use if you want web-apps to look and feel like native apps 



Rhodes / RhoMobile - http://rhomobile.com
Rhodes is a harder-core techie solution, which tries to do without the browser, giving you tools to build cross platform native apps. Free to use (MIT license) plus premium support options
it is good – but uses Ruby as a programming language. Ruby has a cult-like following, unless you are already a Ruby developer, you may be better to stick to one of the other options
One of the big advantages of Titanium over RhoMobile is that with RhoMobile you don’t get any source code – only the finished (and un-alterable app). But it does support more phones (iPhone, Windows Mobile, RIM, Symbian and Android)

These three are the main players. They have very technical arguments with one another about exactly how “native” each other’s apps are – but in all cases they use the same basic trick – embedding a web-browser into the app, and using that to deliver web-esque layout and features in an app

Others worth looking at include



Grapple Mobile - http://www.grapplemobile.com
Grapple are not Open Source. They recently hit the news with some (untrue) speculation that the 7 month old startup was bought for £15m! They use a similar approach as the previous systems, as well as a secondary system to support older phones. (On iPhone and Android, it uses Webkit. On Blackberry and Symbian it compiles to J2ME.)
Most commercial engagement with them seems to be from marketing and advertising companies
 

MotherApp - http://www.motherapp.com
Like rhomobile, motherapp tries to build native apps without needing to include a browser in your app. We have only recently found out about MotherApp, so don’t know much about it apart from the fact that you use a special subset of html to define your app, then upload to motherapp who will render it into native apps for different devices, passing any calls for data back to your website (supports iPhone, Android, WinMob)

Corona (by Ansca) – Corona is specifically for building games. You need a Mac to develop in it, but you can build apps for iPhone, iPad & Android. It uses the unusual Lua language, which is purpose built for describing 3-D type games (like World of Warcraft!)
Free 30day trial, then fairly inexpensive developer license (currently $99)
 
If you want to find out more, there is a very considered, and well presented comparison on AMLCode’s site

There are also A LOT of offerings that help you build apps automatically. These are not developer tools as such, but do allow non-technical people to auto-generate apps. Examples include AppBaker, App Inventor, AppMakr, AppBuilder, MyAppBuilder, Wapple and more appear every day.

If you would like me to post a bit more on these apps, either the developer ones or the others, leave me a comment

Tuesday, December 15

Which m-learning devices should I buy?

Dear m-learning.org, I am new to m-learning and want to know which devices to buy for my class

We are getting more and more of these requests, partially connected with the latest round of MoLeNET funding in the UK, so I thought I would post some suggestions, below

 

STEP 1: have a look at http://www.molenetprojects.org.uk/moletech/ which has some very useful overviews on the different devices, and what you might want to do with them.

 

STEP 2: In thinking about what type of device to go for, some very important considerations are:

  • Do you want your learners to be consumers, or creators of media?

    long term, helping your learners to be “creators” is always better and can be applied to a wider range of learning situations. (Think writing, filing, reporting, synthesising information, publishing.) 

    For this, you want devices that are easy to input (camera / audio / text), share (wireless / data bundles / bluetooth) and possibly manage centrally. 

    But there are some very nice “consuming” devices, like PSPs, Nintendo DSs etc. If you have very good resources and a simple to use device, you can get good short term gains as “consumers” too. Examples here are DS games that help you learn a language, or build your maths skills, or using a PSP for watching video clips

    For this, you should start with your resources, and work back. So if you are teaching Spanish and rate the DS Spanish game, go with that.

    A good hybrid of the two is the kind of work done by the amazing Tim Rylands (try his big game hunting) that uses “consuming” devices, but then builds richer learning interactions on top of them

 

  • Will you be generating and sharing learning resources?

    “Making your own” is almost always a good idea for any longer term project, and is particularly effective if you can include your learners in the making. But it does narrow the range of devices available to you, as you need to have easy ways of sharing what you have made, and putting it onto the devices.

 

  • How will you manage connectivity?

    Do you have a wireless network? How mobile will your learners be? Are you using SIM cards? Who pays for data?

    There are many important considerations to do with data cost, but this posting is about the devices themselves, so restrict your choice to be “with a SIM, or not”

 

STEP 3: Evaluate some of your front-runner choices. Ultimately the decision is your own, though many people end up going for something different from what they started wanting.

A couple of kneejerk responses to specific devices are:

Nintendo DS lite = very good if you have a good game to use on it that aligns well with learning (though there are not too many that do). Also quite good as a communication tool, messaging between learners. But – rubbish for putting anything you have made onto it. (so, all “consumer”)

PSP = less good than the DS, because there are fewer decent learning games. But a very good “media player” – so if you have videos you want student to watch, it is great for that. Would be HUGELY enhanced by buying the addon GoCam video camera, which allows students to record, as well as playback video. (transforming them from a “consumer” to a “creator”)

Mini PC / UMPC / Netbook = fantastic in terms of value for money, and offering a wide range of good resources available for free. Also a great “creator” device with much much better ways to input words, audio, pictures etc. If at all possible get one with an inbuilt webcam too. The only real disadvantage is size. Are they really mobile enough? Really, they are just “laptops-lite”, so it depends what you plan to do with them, of course.

Smartphones = these are the best bet if you really want to be mobile. Powerful enough to be like a netbook. small enough to carry. Almost the same “creator” tools as the mini PC, but with all the portability of the DS and PSP. Use a sim to connect, or block it to save data costs.

Another good reason is that the smartphones of today are likely to be similar to the mass-market phones of tomorrow, so it is a good way to prepare for the close future when learners will be bringing in their own phones.

but … which smartphone! Zealots go to war over lesser issues …

Right now, all look too expensive when you can get a netbook for about the same price, though with a good phone contract the price drops dramatically. Headline things to think of when selecting one are:

iPhone / iPod Touch = still the best for slick interface, great apps and ease of use. But poor for text input, and terrible for uploading and sharing your own apps

Windows Mobile = best value for money, as you can pick up devices from a few years ago quite cheaply. Also – huge number of apps available for it. Much easier than the iPhone to put your own apps onto (but more complicated to use). Watch out for non-touch screen versions (WinMob 6 Standard) which are very feeble, and if you go pre WinMob6 make sure you back up regularly, as you can lose your work when the battery dies !

Android = The Google device snapping on the heels of the iPhone. That is how it is promoted, but in reality it is closer to Windows Mobile (and in fact shares the same equipment manufacturer, HTC). A great device, certainly one to watch – especially given the very open operating system, and easy-of-development if you want to make your own Android application. Right now, you may find it a bit pricey, and certainly not as slick as the iPhone, but it’s open systems make it the best bet yet for the educational device of the future.

 

Back to making your own mobile content: there are many different approaches to this, but when we make m-learning modules, we use our own, home-grown MyLearning Authoring tool to build mobile apps, or even mobile aware web sites that run on almost all of the touchscreen devices mentioned above (as well as UMPCs, netbooks, laptops etc).

If you want to give it a go, to make some mobile quizzes and games to give any lesson a real lift, try our free trial version.  We also have some ready made m-learning content which may be of interest.

 

I hope this helps …. by necessity I have kept the advice at a very high level. If you have any suggestions please comment

Tuesday, November 3

Flash on my iPhone? It’s showdown time!

  • For several years Adobe has been promoting Flash as a great technology for mobile devices (and it is).
  • For several years Apple have been making amazing mobile devices (and they are).

… and, for some bizarre reason, the two have been bickering all along, and never quite making friends.

The latest move in the ongoing showdown is this slightly aggressive message iPhone and iPod Touch users get if they visit a website requiring flash: 

Apple restricts use of technologies required by product like Flash Player. Until Apple eliminates these restrictions, Adobe cannot provide Flash Player for the iPhone or iPod Touch 

This is Adobe’s second move in the past few months to push the blame back onto Apple. They also announced that the next version of Flash Professional will allow developers to build iPhone apps from their Flash projects.

This is great news, as it will open up App development to the vast army of skilled Flash developers and coders out there. And the announcement was made via this hilarious “myth buster” movie

 

But – the bickering is hardly over, and iPhones will still not be “running Flash”. There remains no support for websites containing Flash. If you want that, you had better stick with your:

  • WindowsMobile
  • Android
  • Blackberry
  • Palm Pre

etc etc etc devices!

Friday, November 9

NokMote - Wii style interface with your Nokia !!

Here at moblearn we love people who challenge the way we use our technology, and challenge our assumptions about interfaces.

The iPhone / iPod Touch did that for me with its web browsing. Tactile zooming. Automatic rotation.

But did you know some of the same magic is available for Nokia N95?

Like the iPhone, it has an accelerometer inside, but until now it wasn't used for much.

Until, that was, a french programmer called Samir got hold of it ... and produced NokMote. Check out the video - and be sure to watch the end bit, where he uses the phone as a remote control. Amazing!




Thursday, October 18

iPod touch - does it have a future for learning?

We love our iPod Touch.


We love that it challenges assumptions on user interface, and takes a few steps towards the hallowed ideal of ubiquitous computing where the interface becomes intuitive (and invisible).

We love that we are not locked into a ridiculous phone contract with Orange for 18 months at £30pm, but we still have all the other features of an iPhone

What we really do NOT love is:

- No flash support. Come on apple, you are using the Safari browser, and an OSX base platform. Why block flash from your browser? (there have been rumours for some time that Flash support will be added but nothing firm)

- No 3rd party apps. I know I know, the hot news of the day is that Apple WILL allow third party developers access, but we will need to wait till next year. In the world of m-learning I am impatient, and want to offer my learners something NOW.

- Mac-only content formats, uploaded via mac-only tools (iTunes). Why not be open?

But life moves fast, and here are some of the growing initiatives that are tying to turn the tide of propriety control over mobile devices:

- MediaMonkey offers a far more flexible alternative to iTunes for synching your media files

- OpenMoko are building an open alternative to smart phone operating systems, as are the MobileAndEmbedded team at Ubuntu


We wait with baited breath for an open iPod Touch ...

Thursday, September 6

m-learning on your iPhone !

It looks like the rumours are true, and we will be using the iPhones for mobile learning by the end of the year!

Apple has just announced the iPod Touch, which is just like a slightly thinner iPhone ... but without the phone.

It has the same touch screen, the same apps, the same Touch OS X operating system, WiFi and a Safari browser.

Apple haven't opened the OS up for us developers to write code for it yet, but access to the browser is a great start and the team at www.m-learning.org are champing at the bit to get their hands on one. Amazon in the US is already listing it

We want our MyLearning Authoring tool to export to as many mobile devices as possible, so even though the attached picture is a simulation, as soon as we can get our hands on one we will post some real samples.

(btw: if you like this, check out our previous postings about PSP where our materials are running within the PSP browser just fine!)

G

ps: thanks to James Clay for spotting this release at midnight last night!

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