oeb2014: 3d and mobile environments for participation and learning - case kinect

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w w w . h a m k . f i 3D AND MOBILE ENVIRONMENTS FOR PARTICIPATION AND LEARNING: CASE KINECT Leena Koskimäki 4.12.2014 Openness Accelerating Learning Networks

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Supporting slides for the demo session on Online Educa Berlin 2014: 3d and mobile environments for participation and learning, introducing case Kinect.

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Page 1: OEB2014: 3D and Mobile Environments for Participation and Learning - case Kinect

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3D AND MOBILE ENVIRONMENTS FOR

PARTICIPATION AND LEARNING: CASE KINECT

Leena Koskimäki 4.12.2014

Openness Accelerating Learning Networks

Page 2: OEB2014: 3D and Mobile Environments for Participation and Learning - case Kinect

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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

Page 3: OEB2014: 3D and Mobile Environments for Participation and Learning - case Kinect

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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.

Page 4: OEB2014: 3D and Mobile Environments for Participation and Learning - case Kinect

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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?

Page 5: OEB2014: 3D and Mobile Environments for Participation and Learning - case Kinect

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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

Page 6: OEB2014: 3D and Mobile Environments for Participation and Learning - case Kinect

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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.

Page 7: OEB2014: 3D and Mobile Environments for Participation and Learning - case Kinect

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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

Page 8: OEB2014: 3D and Mobile Environments for Participation and Learning - case Kinect

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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

Page 9: OEB2014: 3D and Mobile Environments for Participation and Learning - case Kinect

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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

Page 10: OEB2014: 3D and Mobile Environments for Participation and Learning - case Kinect

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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?

Page 11: OEB2014: 3D and Mobile Environments for Participation and Learning - case Kinect

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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?

Page 12: OEB2014: 3D and Mobile Environments for Participation and Learning - case Kinect

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Additional information:

AVO2-project:

http://www.eoppimiskeskus.fi/en/avo

AVO2-project at HAMK:

www.hamk.fi/avo2/en

[email protected]