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

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

  1. 1. 3D AND MOBILE ENVIRONMENTS FOR PARTICIPATION AND LEARNING: CASE KINECT w w w . h a m k . f i Leena Koskimäki 4.12.2014 Openness Accelerating Learning Networks
  2. 2. Openness Accelerating Learning Networks project (2012-2014) Collaborative, participatory and networked work culture in educational institutions and organizations and among their stakeholders w w w . h a m k . f i peer education effective learning networks distance education augmented reality co-creating collegial support new learning environments sharing communality virtual worlds mobile services continous learning new tools for participation and learning open source open decision-making
  3. 3. 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 - Virvelinranta Development and Resource Centre for the Disabled, Finland. w w w . h a m k . f i
  4. 4. Pilots at HAMK Social and health care students: practice of interaction and directing skills by conducting game sessions. Getting familiar with the technology. 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 promote participation? w w w . h a m k . f i
  5. 5. Kinect Launched 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 w w w . h a m k . f i
  6. 6. w w w . h a m k . f i Kinect All 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.
  7. 7. The pilots: summary w w w . h a m k . f i 2012 First pilots in Virvelinranta Testing commercial games developed for Xbox The game sessions conducted by social and health care students Gathering feedback and observations 2013 The software developing project by HAMK ICT students, based on gathered knowledge Usability and ease of use as a basis of the project Piloting and developing the apps further 2014 Pilots in new environments, for new user group. The software development continues. The aged: Pilots in Häme region Children with special educational needs
  8. 8. 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 w w w . h a m k . f i
  9. 9. Gesture controlled virtual and augmented reality: Visual, experimental 3D environments w w w . h a m k . f i The natural user interface (NUI) No mouse, keyboard or any handheld devices needed A technology easy to approach and learn Augmented reality Digital content brought to one’s surrounding environment Instructions and feedback within the situation Virtual reality New experiences, memorizing the past events Interaction with the simulations
  10. 10. The process of directing activities w w w . h a m k . f i More experience on: Understanding the 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: Did communication promote the gaming situation? Directing skills The directing process From preparation Evaluation and reflection: What kind of an impact the directing has on client?
  11. 11. Supporting the participation: New experiences together and by oneselves. w w w . h a m k . f i The gaming experience Gaming found as a refreshing and different kind of an acitivity The significance of the directing staff member Ability to function ”I can do this!” How to advance participation even more? The gaming situation A social event; competitiviness; cheering each other, success How does the social interaction affect on clients?
  12. 12. Additional information: AVO2-project: http://www.eoppimiskeskus.fi/en/avo AVO2-project at HAMK: www.hamk.fi/avo2/en leena.koskimaki@hamk.fi w w w . h a m k . f i

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