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
Link To Document