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

  • 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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