• DocumentCode
    1649206
  • Title

    Design requirements for using embodied learning and whole-body metaphors in a mixed reality simulation game

  • Author

    Pillat, Remo ; Nagendran, Arjun ; Lindgren, Robb

  • Author_Institution
    University of Central Florida, Synthetic Reality Lab, USA
  • fYear
    2012
  • Firstpage
    105
  • Lastpage
    106
  • 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.
  • Keywords
    Computers; Educational institutions; Games; Laser applications; Tracking; Virtual reality;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Mixed and Augmented Reality (ISMAR-AMH), 2012 IEEE International Symposium on
  • Conference_Location
    Atlanta, GA, USA
  • Print_ISBN
    978-1-4673-4663-4
  • Electronic_ISBN
    978-1-4673-4664-1
  • Type

    conf

  • DOI
    10.1109/ISMAR-AMH.2012.6484003
  • Filename
    6484003