oeb2014: 3d and mobile environments for participation and learning - case kinect
DESCRIPTION
Supporting slides for the demo session on Online Educa Berlin 2014: 3d and mobile environments for participation and learning, introducing case Kinect.TRANSCRIPT
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3D AND MOBILE ENVIRONMENTS FOR
PARTICIPATION AND LEARNING: CASE KINECT
Leena Koskimäki 4.12.2014
Openness Accelerating Learning Networks
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Openness Accelerating Learning Networks project (2012-2014)
Collaborative, participatory and networked work culture in educational institutions and organizations and among their stakeholders
peer education
effective learningnetworks
distance education
augmented reality
co-creating
collegial support
new learningenvironments
sharing
communality
virtual worlds
mobile services
continous learning
new tools for participation and
learning
open source
open decision-making
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3D and Mobile Environments for
Participation and Learning
To implement pilots to study the possibilities of new technologies and services as tools for learning and participation.
HAMK pilots first implemented in an authentic learning environment - VirvelinrantaDevelopment and Resource Centre for the Disabled, Finland.
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Pilots at HAMKSocial and health care students: practice of interaction and directing skills by conductinggame sessions. Getting familiar with thetechnology.
ICT students: The software developing project; usability and ease of use as a basis of the project. Accessibility. Natural user interfaces.
Supporting of the taking part: Which kind of digital elements and experiences could promoteparticipation?
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KinectLaunched in late 2010 as a bodily control for the Xbox game console. A version for Windows on early 2012.Key features:
– Skeletal and facial tracking
– Gesture recognition
– Voice recognition
The possibilities of natural user interfaces powered by Kinect, video: Kinect effect
| http://www.microsoft.com/en-us/kinectforwindows/discover/features.aspx
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KinectAll interaction at the user interface takes place in ways natural to human beings: gestures, facial expressions and speech.
Suitable for various user groups who may not be able to use technically demanding user interfaces at all due to disabilities relating to their cognitive, motion, motor or sensory functions.
The approachable technology also facilitates the welfare sector students', mostly new to Kinect, orientation.
The possibility of developing tailor-made apps was seen crucial.
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The pilots: summary
2012
First pilots in Virvelinranta
Testingcommercial
gamesdeveloped for
Xbox
The gamesessions
conductedby social and health care
students
Gatheringfeedback and observations
2013
The software developingproject by HAMK ICT students, based on
gathered knowledge
Usability and ease of use as a basis of the
project
Piloting and developing
the appsfurther
2014Pilots in new
environments, for newuser group.
The software developmentcontinues.
The aged:
Pilots in Häme region
Children withspecial
educationalneeds
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Experiences of the participants
The staff member of
Virvelinranta service center for
the disabled tells about his
experiences about Kinect pilots:
http://youtu.be/3ScxZk9Orvg
Social and health care student
tells about her experiences of
Kinect pilots: http://youtu.be/o5-
H-YO1vUU
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Gesture controlled virtual and augmented reality:
Visual, experimental 3D environments
The naturaluser interface
(NUI)
No mouse, keyboard or any
handheld devicesneeded
A technology easyto approach and
learn
Augmentedreality
Digital contentbrought to one’s
surroundingenvironment
Instructions and feedback within the
situation
Virtual reality
New experiences, memorizing the
past events
Interaction with thesimulations
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The process of directing activities
More experience on:
Understandingthe client’s needs
Understanding the varying abilities of the
clients
Evaluation: how does the client react on directing and using
Kinect?
Interaction
The relationship between the student
and the client
How to communicate with the client?
Evaluation: Didcommunication promote
the gaming situation?
Directing skills
The directingprocess
From preparation
Evaluation and reflection: What kind of an impact the directing
has on client?
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Supporting the participation:
New experiences together and by oneselves.
The gamingexperience
Gaming found as a refreshing and
different kind of an acitivity
The significance of the directing staff
member
Ability to function
”I can dothis!”
How to advance participation even
more?
The gamingsituation
A social event; competitiviness;
cheering eachother, success
How does the socialinteraction affect on
clients?
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Additional information:
AVO2-project:
http://www.eoppimiskeskus.fi/en/avo
AVO2-project at HAMK:
www.hamk.fi/avo2/en