3,220 research outputs found

    Evaluating the Effects of Immersive Embodied Interaction on Cognition in Virtual Reality

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    Virtual reality is on its advent of becoming mainstream household technology, as technologies such as head-mounted displays, trackers, and interaction devices are becoming affordable and easily available. Virtual reality (VR) has immense potential in enhancing the fields of education and training, and its power can be used to spark interest and enthusiasm among learners. It is, therefore, imperative to evaluate the risks and benefits that immersive virtual reality poses to the field of education. Research suggests that learning is an embodied process. Learning depends on grounded aspects of the body including action, perception, and interactions with the environment. This research aims to study if immersive embodiment through the means of virtual reality facilitates embodied cognition. A pedagogical VR solution which takes advantage of embodied cognition can lead to enhanced learning benefits. Towards achieving this goal, this research presents a linear continuum for immersive embodied interaction within virtual reality. This research evaluates the effects of three levels of immersive embodied interactions on cognitive thinking, presence, usability, and satisfaction among users in the fields of science, technology, engineering, and mathematics (STEM) education. Results from the presented experiments show that immersive virtual reality is greatly effective in knowledge acquisition and retention, and highly enhances user satisfaction, interest and enthusiasm. Users experience high levels of presence and are profoundly engaged in the learning activities within the immersive virtual environments. The studies presented in this research evaluate pedagogical VR software to train and motivate students in STEM education, and provide an empirical analysis comparing desktop VR (DVR), immersive VR (IVR), and immersive embodied VR (IEVR) conditions for learning. This research also proposes a fully immersive embodied interaction metaphor (IEIVR) for learning of computational concepts as a future direction, and presents the challenges faced in implementing the IEIVR metaphor due to extended periods of immersion. Results from the conducted studies help in formulating guidelines for virtual reality and education researchers working in STEM education and training, and for educators and curriculum developers seeking to improve student engagement in the STEM fields

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Hybridisation for versatile decision-making in game opponent AI

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    Hybridisation for versatile decision-making in game opponent A

    On the Nature of Students\u27 Digital Mathematical Performances

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    In this study I investigate the nature of digital mathematical performances (DMPs) produced by elementary school students (Grades 4-6). A DMP is a multimodal text/narrative (e.g., a video) in which one uses the performance arts to communicate mathematical ideas. I analyze twenty-two DMPs available at the Math + Science Performance Festival in 2008. Assuming a sociocultural/postmodern perspective with emphasis on multimodality, my focus is on the role of the arts and technology in shaping students’ mathematical communication and thinking. Methodologically, I employ qualitative case studies, along with video analysis. I conduct a descriptive analysis of each DMP using Boorstin’s (1990) categories of what makes good films, focusing on surprises, sense-making, emotions, and visceral sensations. I also conduct a cross-case analysis using Boorstin’s categories and the mathematical processes and strands of the Ontario Curriculum. The multimodal nature of DMP is one of its most significant pedagogic attributes. Mathematics is traditionally communicated through print-based texts, but the production of DMPs is an alternative that engages students in conceiving multimodal narratives. The playfulness offers scenarios for students’ collaboration, creativity, and imagination. By making DMPs available online, students share their ideas in a public and social environment, beyond the classrooms. Most of the DMPs only explore Geometry and offer opportunities to experience some surprises, sense-making, emotions, and visceral sensations. The lack of focus on other strands (e.g., Algebra) may be seen as a reflection on what (and how) students are (or not) learning in their classes. The production of conceptual DMPs is a rare event, although I acknowledge that I analyzed only DMPs of the first year of the Festival, that is, students did not have examples or references to produce their DMPs. Some DMPs potentially explore conceptual mathematical surprises, but they appear to have gaps in terms of sense-making. The use of the arts and technologies does not guarantee the mathematical conceptuality of DMPs. This study contributes to mathematics education with an exploratory discussion about how mathematical ideas can be (a) communicated and represented as multimodal texts at the elementary school level and (b) seen through a performance arts lens. The study also points out directions about the pedagogic components for conceiving conceptual DMPs in terms of the performance arts and the components of the Ontario Curriculum

    Literacy for digital futures : Mind, body, text

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    The unprecedented rate of global, technological, and societal change calls for a radical, new understanding of literacy. This book offers a nuanced framework for making sense of literacy by addressing knowledge as contextualised, embodied, multimodal, and digitally mediated. In today’s world of technological breakthroughs, social shifts, and rapid changes to the educational landscape, literacy can no longer be understood through established curriculum and static text structures. To prepare teachers, scholars, and researchers for the digital future, the book is organised around three themes – Mind and Materiality; Body and Senses; and Texts and Digital Semiotics – to shape readers’ understanding of literacy. Opening up new interdisciplinary themes, Mills, Unsworth, and Scholes confront emerging issues for next-generation digital literacy practices. The volume helps new and established researchers rethink dynamic changes in the materiality of texts and their implications for the mind and body, and features recommendations for educational and professional practice

    Embodied interaction: Learning Chinese characters through body movements

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    This experimental study examined the design and effectiveness of embodied interactions for learning. The researchers designed a digital learning environment integrating body joint mapping sensors to teach novice learners Chinese characters, and examined whether the embodied interaction would lead to greater knowledge acquisition in language learning compared to the conventional mouse-based interaction. Fifty-three adult learners were randomly assigned to experimental and control groups. The study adopted a pretest, an immediate posttest, and a delayed posttest on knowledge acquisition. Although higher scores were found for the embodied interaction group in both posttests, only the delayed posttest showed a statistically significant group difference. The findings suggested that active embodied actions lead to better knowledge retention compared with the passive visual embodiment. The body-moving process works as an alternative and complementary encoding strategy for character understanding and memorization by associating the semantic meaning of a character with the construction of a body posture

    Abstraction in action: K-5 teachers' uses of levels of abstraction, particularly the design level, in teaching programming

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    Research indicates that understanding levels of abstraction (LOA) and being able to move between the levels is essential to programming success. For K-5 contexts LOA levels have been named: problem, design, code and running the code. In a qualitative exploratory study, five K-5 teachers were interviewed on their uses of LOA, particularly the design level, in teaching programming and other subjects. Using PCK elements to analyse responses, the teachers interviewed used design as an instructional strategy and for assessment. The teachers used design as an aide memoire and the expert teachers used design: as a contract for pair-programming; to work out what they needed to teach; for learners to annotate with code snippets (to transition across LOA); for learners to self-assess and to assess ‘do-ability’. The teachers used planning in teaching writing to scaffold learning and promote self-regulation revealing their insight in student understanding. One issue was of the teachers' knowledge of terms including algorithm and code; a concept of ‘emergent algorithms’ is proposed. Findings from the study suggest design helps learners learn to program in the same way that planning helps learners learn to write and that LOA, particularly the design level, may provide an accessible exemplar of abstraction in action. Further work is needed to verify whether the study's results are generalisable more widely

    Choreographic and Somatic Approaches for the Development of Expressive Robotic Systems

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    As robotic systems are moved out of factory work cells into human-facing environments questions of choreography become central to their design, placement, and application. With a human viewer or counterpart present, a system will automatically be interpreted within context, style of movement, and form factor by human beings as animate elements of their environment. The interpretation by this human counterpart is critical to the success of the system's integration: knobs on the system need to make sense to a human counterpart; an artificial agent should have a way of notifying a human counterpart of a change in system state, possibly through motion profiles; and the motion of a human counterpart may have important contextual clues for task completion. Thus, professional choreographers, dance practitioners, and movement analysts are critical to research in robotics. They have design methods for movement that align with human audience perception, can identify simplified features of movement for human-robot interaction goals, and have detailed knowledge of the capacity of human movement. This article provides approaches employed by one research lab, specific impacts on technical and artistic projects within, and principles that may guide future such work. The background section reports on choreography, somatic perspectives, improvisation, the Laban/Bartenieff Movement System, and robotics. From this context methods including embodied exercises, writing prompts, and community building activities have been developed to facilitate interdisciplinary research. The results of this work is presented as an overview of a smattering of projects in areas like high-level motion planning, software development for rapid prototyping of movement, artistic output, and user studies that help understand how people interpret movement. Finally, guiding principles for other groups to adopt are posited.Comment: Under review at MDPI Arts Special Issue "The Machine as Artist (for the 21st Century)" http://www.mdpi.com/journal/arts/special_issues/Machine_Artis
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