TY - GEN
T1 - Design requirements for using embodied learning and whole-body metaphors in a mixed reality simulation game
AU - Pillat, Remo
AU - Nagendran, Arjun
AU - Lindgren, Robb
PY - 2012
Y1 - 2012
N2 - 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.
AB - 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.
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U2 - 10.1109/ISMAR-AMH.2012.6484003
DO - 10.1109/ISMAR-AMH.2012.6484003
M3 - Conference contribution
AN - SCOPUS:84875952898
SN - 9781467346634
T3 - 11th IEEE International Symposium on Mixed and Augmented Reality 2012 - Arts, Media, and Humanities Papers, ISMAR-AMH 2012
SP - 105
EP - 106
BT - 11th IEEE International Symposium on Mixed and Augmented Reality 2012 - Arts, Media, and Humanities Papers, ISMAR-AMH 2012
T2 - 2012 11th IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities, ISMAR-AMH 2012
Y2 - 5 November 2012 through 8 November 2012
ER -