TY - GEN
T1 - A mixed reality system for teaching STEM content using embodied learning and whole-body metaphors
AU - Pillat, Remo
AU - Nagendran, Arjun
AU - Lindgren, Robb
PY - 2012
Y1 - 2012
N2 - This paper describes the development of an 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 rigorous technical approach comprised of virtual elements, real users, spatial audio, and an integrated sensor network is presented that fulfills the requirements of an embodied learning environment. An algorithm that uses homography-based multi-projector blending is used to create a large, seamless projection on the floor that affords a human-scale interaction environment. To further improve the immersive quality, projectors are strategically overlapped to minimize user shadows on the projected surface. A hybrid sensor solution using a Kinect and a laser scanner is developed that tracks users' physical movements and extracts relevant game parameters such as position and velocity. 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. An exhibit employing this MR system was field-tested at the Museum of Science and Industry in Tampa, FL.
AB - This paper describes the development of an 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 rigorous technical approach comprised of virtual elements, real users, spatial audio, and an integrated sensor network is presented that fulfills the requirements of an embodied learning environment. An algorithm that uses homography-based multi-projector blending is used to create a large, seamless projection on the floor that affords a human-scale interaction environment. To further improve the immersive quality, projectors are strategically overlapped to minimize user shadows on the projected surface. A hybrid sensor solution using a Kinect and a laser scanner is developed that tracks users' physical movements and extracts relevant game parameters such as position and velocity. 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. An exhibit employing this MR system was field-tested at the Museum of Science and Industry in Tampa, FL.
KW - educational game
KW - embodied learning
KW - mixed reality
KW - sensor fusion
KW - whole-body interaction
KW - whole-body metaphors
UR - http://www.scopus.com/inward/record.url?scp=84872339414&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84872339414&partnerID=8YFLogxK
U2 - 10.1145/2407516.2407584
DO - 10.1145/2407516.2407584
M3 - Conference contribution
AN - SCOPUS:84872339414
SN - 9781450318259
T3 - Proceedings - VRCAI 2012: 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
SP - 295
EP - 302
BT - Proceedings - VRCAI 2012
T2 - 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry, VRCAI 2012
Y2 - 2 December 2012 through 4 December 2012
ER -