Title
Design Requirements For Using Embodied Learning And Whole-Body Metaphors In A Mixed Reality Simulation Game
Abstract
This paper describes the development of a mixed reality (MR) environment that can be used in teaching STEM (Science, Technology, Engineering, and Mathematics) topics. Specifically we seek to create a space for facilitating whole-body metaphors, where learners use the physical movement and positioning of their entire bodies to enact their understanding of complex concepts. A technical approach is presented that fulfills the requirements of this type of embodied learning environment. Multi-projector blending is used to create a large, seamless, and shadow-minimizing projection on the floor that affords a human-scale interaction environment. A hybrid sensor solution using a Kinect and a laser scanner is developed that tracks users' physical movements. Requiring no pre-training or props, this tracking setup is adaptable and shows high performance over a wide range of users, from children to adults. To illustrate the application of the MR system to a real-world learning scenario, an example implementation that was designed to teach physics concepts to middle school kids is described. © 2012 IEEE.
Publication Date
12-1-2012
Publication Title
11th IEEE International Symposium on Mixed and Augmented Reality 2012 - Arts, Media, and Humanities Papers, ISMAR-AMH 2012
Number of Pages
105-106
Document Type
Article; Proceedings Paper
Personal Identifier
scopus
DOI Link
https://doi.org/10.1109/ISMAR-AMH.2012.6484003
Copyright Status
Unknown
Socpus ID
84875952898 (Scopus)
Source API URL
https://api.elsevier.com/content/abstract/scopus_id/84875952898
STARS Citation
Pillat, Remo; Nagendran, Arjun; and Lindgren, Robb, "Design Requirements For Using Embodied Learning And Whole-Body Metaphors In A Mixed Reality Simulation Game" (2012). Scopus Export 2010-2014. 3882.
https://stars.library.ucf.edu/scopus2010/3882