Using Kinect as a tool for learning and interaction in the welfare sector

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Using Kinect as a tool for learning and interaction in the welfare sector

  1. 1. Openness Accelerating Learning Networks Using Kinect to Promote Learning and Interaction Leena Koskimäki 5.12.2013 www.hamk.fi
  2. 2. THE PROJECT www.hamk.fi
  3. 3. "Openness Accelerating Learning Networks“ project (2012-2014) peer education collegial support mobile services effective learning networks new learning environments continous learning distance education sharing new tools for participation and learning augmented reality communality open source co-creating virtual worlds open decision-making Collaborative, participatory and networked work culture in educational institutions and organizations and among their stakeholders www.hamk.fi
  4. 4. Subproject: 3D and mobile environments for participation and learning In cooperation with the University of Tampere, the Salpaus further education unit and the Educational Association of Citizens' Forum The goal: to develop augmented and virtual reality for educational and participational use www.hamk.fi
  5. 5. The goals in HAMK University of Applied Sciences To implement pilots to study the possibilities of new technologies and services as tools for learning and participation. HAMK pilots implemented in an authentic learning environment - Virvelinranta Development and Resource Centre for the Disabled, Finland. www.hamk.fi
  6. 6. THE CRUCIAL QUESTION: HOW TO ENHANCE LEARNING IN THE WELFARE PROGRAM WITH THE NEWEST TECH AND VIRTUAL OR AUGMENTED REALITY? www.hamk.fi
  7. 7. KINECT www.hamk.fi
  8. 8. Kinect – motion sensing input device • Launched by Microsoft 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 | http://www.microsoft.com/en-us/kinectforwindows/discover/features.aspx www.hamk.fi
  9. 9. Why Kinect? • Visual, experimental environments for learning and participation in 3D • The approachable technology facilitates the welfare sector students', mostly new to Kinect, orientation. • 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. www.hamk.fi
  10. 10. Kinect as the control unit in the augmented and virtual reality applications • • A Virvelinranta client bowling virtually. The user sees digital data and content combined to user’s surrounding environment. www.hamk.fi
  11. 11. PILOTS IN THE VIRVELINRANTA SERVICE CENTRE FOR DISABLED PEOPLE www.hamk.fi
  12. 12. The pilots in Virvelinranta resource centre • Using Kinect seen as a method of practicing the directing skills and interaction – Welfare students in work placement in Virvelinranta and on different courses directed game sessions for disabled clients • Gathering knowledge of how the technology works and supports learning, participation and interaction – Commercially available games and tailor-made apps were played • Not all of the students were familiar with directing groups, with the disabled people or at least using Kinect www.hamk.fi
  13. 13. The progress of the pilots Preparation Development Directing acitivities, observation Evaluation www.hamk.fi Surveys, feedback, discussions
  14. 14. ” It was great to be a part of this pilot and see the joy and the empowerment of the clients after successing. Ruut, crafts and recreation student www.hamk.fi ”
  15. 15. The goals of the IT-students' software development project • To design and develop accessible, tailor-made apps, based on the feedback collected during the pilots - to create more functional apps to focus on the directing process • To understand the needs of the app users (students, staff, customers) • To understand the possibilities and possible restrictions of creating apps used with Kinect. www.hamk.fi
  16. 16. THE EXPERIENCE FROM THE PILOTS www.hamk.fi
  17. 17. Directing Kinect-related acitivies More experience of Understanding the client’s needs Understanding the varying abilities of the clients The interaction The directing skills The relationship between the student and the client Preparing the directing situation How to communicate with the client? Taking control of the situation Evaluating the situation How does the client react on directing and using Kinect? What kind of an impact the directing has on client? Observing the fellow students and the directing process www.hamk.fi
  18. 18. Gesture controlled virtual and augmented reality The natural user interface (NUI) Augmented reality No mouse, keyboard or handheld devices needed Digital content brought to one’s surrounding environment A technology easy to approach and learn The possibilities for various user groups not able to use technically demanding interfaces? How to support the user by bringing audio and visual elements to the app? What other elements could be brought in? Virtual reality Simulation New experiences, memorizing the past events Interaction within the simulation The possibilities of NUI simulations? Visual, experimental 3D environments www.hamk.fi
  19. 19. The change • New information about new possibilities of learning and participation for the target groups (teachers and students as well as service providers and their customers) • Welfare sector actors familiarized with new technologies • IT students learned about the interconnection between Kinect and the promotion of wellbeing but also the educational prospects. • More possibilities for citizens' participation have emerged during the project – including those for special groups. www.hamk.fi
  20. 20. Read more: • The project website at HAMK: http://www.hamk.fi/avo2/ • The brochure of the project at HAMK: http://bit.ly/18OM0AQ Contact us: leena.koskimaki@hamk.fi merja.salminen@hamk.fi www.hamk.fi

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