USB  Microscopes
Guest Blogger – Luke Ward

A ‘USB microscope’ can be an interesting tool for pupils in school. It can be used in a variety of ways including; children working in groups or individually, using one microscope for the whole class with children operating a computer package on a large screen, or simply something being demonstrated by a teacher on a large screen in front of the class. Equally as effective, the scope could be taken out doors into the field; beach, pond etc, with the use of a laptop.

Skills
The scope can help develop key skills such as critical thinking through the observing and recording of results, collection and the organising of scientific data. It can also help with communication skills through group work and possible presentations or reports of findings.  Pupils will also in become more aware and be able to use appropriate scientific terminology.

The Parts and Functions
The scope simply plugs into the USB slot (hence the name) on a computer/laptop. They will come with an installation CD that will need to be loaded onto your system, so that you can view the images. They should have a ‘snapshot’ option that allows you to take pictures of the specimens and some will have a video option so that you can film it as well. Some may have an option were as you can measure the image or part of it, this will require the recording and inputting of the magnification at the point the image was taken.

Parts of the scope are pretty straight forward and normally include; the unit itself, the wire/USB, a stand, the lens, LED’s and possibly a snapshot button.

Lesson Ideas

Growing Crystals
Age:  9 to 14
Curriculum area:  Separating mixtures of materials
Learning Objectives:  Demonstrate that dissolved substances can be recovered by evaporating the liquid from the solution.
Activity: Pupils could make a time lapse movie of salt (or other) crystals growing as the water evaporates.

Fabrics
Age:  7 to 11
Curriculum area:  How the working characteristics of materials affect the ways they are used.
Learning Objectives:  Identify that textiles may be woven or knitted and that this affects their properties. Define that the properties if textiles determine their uses.
Activity:  Examining the fabrics under the scope, noting which are woven and which are knitted. Examining different properties of fabrics, inputting findings into a database and then working out which materials would be best for a particular purpose, i.e warmth.

Plants
Age:  7 to 11
Curriculum area:  Green Plants
Learning Objectives: Label and indentify the functions of stem, leaf, flower and root.
Activity:  Take snapshots of parts of a plant, import the pictures then label the parts of the plant and identify functions.

Investigating soils
Age:  7 to 14
Curriculum area:  Materials and their properties – grouping and classifying materials.
Learning Objectives: To be able to group soils on the basis of their characteristics
Activity: Examine different samples; sandy, clay – compare particle size and relate to permeability.

Pond Animals
Age:  7 to 11
Curriculum area:  Living things in their environment.
Learning Objectives: Observe and describe how animals are adapted to their environment – Taking care of living creatures.
Activity: Pupils observe and photograph pond animals and record their observations.

Fur and feathers
Age:  7 to 11
Curriculum area:  Adaptation to environment.
Learning Objectives: Identify and describe that the characteristics of fur and feathers are adaptations to their environment.
Activity: Examine samples of fur & feathers (down/contour), describe, draw and photograph. Look for hooks that interlock the barbules. Possibly compare with human hair.

Screen_Resolution_DimensionsResolution seems to be a subject that baffles a lot of people with different platforms (TVs, monitors, mobiles) different mediums (video, print, web) and also different pixels per inch which effects the overall size and quality of your image.

Let’s start with pixels per inch and keep it basic. Pixels per inch is the amount of small dots of color per square inch. As a rule 300 pixels per inch is the bare minimum for print while 72 pixels per inch is suffice for web based output, admittedly as PC monitors resolution has increased over the past few years I often find myself producing an image with a 150 px per inch in order to produce the better results. It all depends on your intended output. For video output I did a few tests in order to confidently advise you for best results. I created two identical images in Photoshop with the same physical dimensions, I used the Film and Video presets found after hitting new. I produced one at 72px and the other at 300px and saved them out as a png, I then brought the two images into Adobe Premiere Pro in separate time lines, I exported them using the same full quality DV setting and then oped them up side by side and played them. I asked my colleagues which they thought was produced with the higher res images and they consistently couldn’t identify it. In this case it seems that the resolution of the input file does not noticeably effect output.

See (URL Coming Soon)… for more information on export settings using Adobe Media Encoder and other such programs.

Print Resolution
With print resolution as mentioned earlier, 300 px is the minimum px per inch for a decent quality. When setting up your workspace you should be concerned with the physical size of the output, for example A4 is 210 mm x 297 mm with 300 px. Photoshop has presets for most print outputs so have a look and familiarise yourself with these.

Web Resolution
When I began studying my Design for Digital Media Minor, the standard size to construct a website was around the 800 px wide. The resolution of computer now vary and this size meaning that the websites began to look very small in the browser. By analysing google analytics user traffic it soon became obvious to design you site to a greater width. Today popular website width sizes are above 1000 px wide although many more dynamic CSS driven layouts will be sized based on a percentage of the browser window for consistency. As mentioned before you graphics should have a pixel resolution of 72 px per inch and above.

Screen Dimensions
640 x 480
800 x 600
1024 x 768
1280 x 800
1280 x 960
1600 x 1000
1680 x 1050
1920 x 1080

Video Resolution and Dimensions
There are two aspects to take into account here. The production of graphics for your video projects and the resolution you wish to output your video for the intended viewing platform. The production of graphics I touched upon earlier so let’s get to know video dimensions. The landscape has changed recently with the emergence of multiple mobile platforms alongside the popularity of High Definition on the consumer market.

Television Dimensions
There are 3 main television dimensions you should be aware of, there are variations but combinations i.e. widescreen (also see …) but use these as a starting point.
DV Pal, 720 x 576
Consumer HD, 1280 x 720
Pro HD, 1920 x 1080

Blu Ray and HDTV Dimensions
720 x 576
1280 x 720
1440 x 1080
1920 x 1080

Other Device Dimensions
There are many other devices now on the market that are all geared up to display video so often we might want to output at a format suitable for these.
Mobile Phones (3GPP)
128 x 96
176 x 144
320 x 240
640 x 480

iPhone
450 x 360
600 x 480

iPod
640 x 480 Large
320 x 240 Small

Sony PSP
320 x 240
368 x 208 High Quality

Other mobile frame dimensions, 176 x 208, 176 x 220, 208 x 320, 240 x 320 and 352 x 416.

Web Video Dimensions
Youtube
SD 640 x 480
Widescreen HD 1280 x 720
Widescreen SD 640 x 360

Myspace Video
320 x 240

Yahoo Video
320 x 240

(Dimensions may vary slightly)

Aspect Ratio
At this stage I just want to distinguish between what i mean by dimensions and how it differs to aspect ratio. All the dimensions I have touched upon up until now have referred to a 4:3 aspect ratio, this means for every 4 vertical pixels there are 3 vertical pixels. Most will have come across widescreen by now in their digital lifes and this has an aspect ratio of 16:9.

#_Hashtag_SymbolAs if it wasn’t annoying enough that on the Apple Mac Keyboard sometimes the @ sign and ” are sometimes not as displayed on the keys (mine is right in the Mac OS and wrong in my Windows XP environment) but just wait until you write your next Tweet and need to emphasis a word with a hashtag, where is it? this was only brought to my attention in the past week and reminded me that there were a few other characters I have been meaning to find without having to google it and then paste it into my work. Here’s a few useful symbols and characters.

# = Alt + 3
€ = Alt + 2
© = Alt + G
• = Alt + 8
And one just for fun
 = Alt + Shift + K

Thanks Nick Buckley for raising the #hashtag issue

Unfortunately, though I tried to avoid it, I do have a need for both Microsoft software as well a Mac based software, both at work and at home. I am fortunate enough to run two different set ups for running windows on an Apple Mac machine. At work I have a VMWare environment known as VM Fusion running Windows XP and on my home MacBook I have Windows vista running on a partitioned part of the drive, set up using Apples Bootcamp which comes pre installed on the Mac. For both situations you will need a working copy of windows.

VMWare Fusion EnvironmentVMware_Fusion_Logo
The VMWare environment essentially loads a program and within this program loads the Windows operating system. All programs such as Microsoft Office work as usual within the environment. Fusion also has a handy little feature known as Unity which hides the VMWare surround displaying you windows programs in much the same way as you mac software. If, for example you minimise Word it slinks down to the Dock and not the Windows taskbar. If you take the time to set up VMWare Fusion you can also conveniently save down your files to convenient places within the Mac system so as to avoid the need to drag and drop files between the operating systems. We have VMWare fully integrated on the company network which means full support from the IT department.

Bootcamp_IconBootcamp
Bootcamp is relatively easy to install, it happens in two stages. First, you partition the drive, then you install your windows operating system on the partition. The benefit of running the Windows OS separate to Mac OS you would think would be less of a drain on resources but I have to say that when I boot up in Vista the Apple Mac hardware reacts in a completely different way. The fan kicks in pretty early and the system gets hot. Granted the speed seems to be good but if I’m honest with the processors and ram I am operating with I don’t think I’d notice a difference in speed between my windows programs running in Bootcamp and the windows programs running in VMFusion, the downside being running two operating systems at the same time. The main disadvantage is the fact that the two are separate, you can create a drop box to pass files between the two setups as you can see the partitioned drive from each system but it means rebooting.

In summary, if you are prepared to folk out a little extra for a VMWare licence it is well work it. It just means a more seamless work flow between applications. If you want to copy and paste from a window in outlook to Photoshop you can do, if you want to drag and drop from your windows desktop to an application you can do. As a time saver and for ease of use I’d say VMWare Fusion is the winner.