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 :
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